Game machine
By implementing target determination and timing adjustment mechanisms, the gaming machine maintains the effectiveness of timer effects, addressing timing deviations caused by process delays.
Patent Information
- Application Number
- JP2024004615
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-16
- Publication Date
- 2025-07-29
- Estimated Expiration
- 2044-01-16
AI Technical Summary
In gaming machines, unexpected delays in processes can cause deviations in the timing of timer effects, leading to a decrease in the effectiveness of the game experience.
The gaming machine incorporates target determination means, predetermined effect execution means, initial time information derivation means, and time information update means to adjust and delay the execution timing of effects, using integer and decimal parts to maintain timing accuracy.
This approach helps suppress the decrease in the effect of the game by ensuring timely execution of timer effects, enhancing the gaming experience.
Smart Images

Figure 2025110659000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, a major winning lottery is conducted on the condition that a game ball enters a start port. When winning a big hit in this major winning lottery, a gaming machine that enables the execution of a major winning game in which a big winning port is opened is known. In such a gaming machine, a variable effect for notifying the result of the major winning lottery is executed. By diversifying the execution patterns of the variable effect, an improvement in the effect of the effect and an improvement in the interest of the game are aimed at.
[0003] Further, in a gaming machine, for a predetermined effect image in a variable effect, the time until the target effect image is displayed is counted down, and when the counted-down time reaches 0, a so-called timer effect in which the target effect image is displayed on the effect display unit has been proposed (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In the gaming machine as described above, when an unexpected situation such as a delay in various processes occurs, there is a possibility that the timing at which the time counted down in the timer effect reaches 0 deviates from the originally planned timing. If such a situation occurs, there is a possibility that the effect of the effect will rather decrease.
[0006] An object of the present invention is to provide a gaming machine capable of suppressing a decrease in the effect of the effect.
Means for Solving the Problems
[0007] In order to solve the above problems, the gaming machine of the present invention includes: target determination means for determining any one of a plurality of target effects as a target effect; predetermined effect execution means for executing a predetermined effect of displaying a time display part on an effect display part; initial time information derivation means for deriving initial time information indicating the time from a predetermined timing to the execution of the target effect; time information update means for displaying the initial time information on the time display part and updating and displaying the time display part according to the passage of time; and the predetermined effect execution means executes correction processing for delaying the execution timing of the predetermined effect.
[0008] The initial time information includes an integer part and a decimal part, and the initial time information derivation means derives the initial time information in which the decimal part becomes a predetermined value when the correction processing is not executed, and when the correction processing is executed, it may be possible to derive specific initial time information in which the initial time information is shortened compared to the case where the correction processing is not executed and the decimal part becomes a specific value different from the predetermined value.
[0009] The predetermined effect execution means may delay the execution timing of the predetermined effect until the time difference between the initial time information when the correction processing is not executed and the specific initial time information elapses by the correction processing.
Effect of the Invention
[0010] According to the present invention, it is possible to suppress a decrease in the effect of the effect.
Brief Description of the Drawings
[0011]
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Mode for Carrying Out the Invention
[0012] With reference to the accompanying drawings, preferred embodiments of the present invention will be described in detail below. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same functions and configurations are denoted by the same reference numerals to omit redundant descriptions, and elements not directly related to the present invention are not shown.
[0013] To facilitate the understanding of the embodiments of the present invention, the mechanical configuration, electrical configuration, and specific processing on each substrate of the gaming machine according to this embodiment will be described.
[0014] FIG. 1 is a perspective view of a gaming machine 100 according to this embodiment, showing a state where the door is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 in which an enclosed space is formed by four sides assembled in a substantially rectangular shape, a middle frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the middle frame 104 so as to be openable and closable by a hinge mechanism.
[0015] The middle frame 104, like the outer frame 102, has an enclosed space formed by four sides assembled in a substantially rectangular shape, and a game board 108 is held in this enclosed space. Further, a transparent plate 110 made of glass or resin is held on the front frame 106. When the middle frame 104 and the front frame 106 are closed with respect to the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially in parallel while maintaining a predetermined interval, and the game board 108 is visible through the transparent plate 110 from the front side of the gaming machine 100.
[0016] FIG. 2 is a front view of the gaming machine 100 according to the present embodiment. As shown in this figure, an operation handle 112 that protrudes toward the front side of the gaming machine 100 is provided at the lower part of the front frame 106. This operation handle 112 is provided so that a player can rotate it. When the player rotates the operation handle 112 to perform a firing operation, a game ball is fired by a firing mechanism (not shown) with an intensity corresponding to the rotation angle of the operation handle 112. The game ball fired in this way rises between the rails 114a and 114b provided on the game board 108 and is guided to the game area 116.
[0017] The game area 116 is a space formed between the game board 108 and the transparent plate 110, and is an area where game balls can flow down or roll. A large number of pins and windmills are provided on the game board 108, and the game balls guided to the game area 116 collide with the pins and windmills and flow down and roll in irregular directions.
[0018] The game area 116 includes a first game area 116a and a second game area 116b in which the degree of entry of the game balls varies depending on the firing intensity of the firing mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from the player facing the gaming machine 100, and the second game area 116b is located on the right side of the game area 116 as viewed from the player facing the gaming machine 100. Since the rails 114a and 114b are on the left side of the game area 116, the game balls fired by the firing mechanism with a firing intensity less than a predetermined intensity enter the first game area 116a, and the game balls fired with a firing intensity equal to or greater than the predetermined intensity enter the second game area 116b.
[0019] In addition, in the game area 116, a general winning opening 118, a first start opening 120, and a second start opening 122 into which game balls can enter are provided. When game balls enter these general winning opening 118, first start opening 120, and second start opening 122, predetermined prize balls are paid out to the player respectively. Note that the number of prize balls may be any number as long as it is 1 or more, and the number of prize balls paid out at each of the general winning opening 118, first start opening 120, and second start opening 122 may be different, or they may be set to the same number of prize balls. At this time, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.
[0020] Note that, although details will be described later, a first start area is provided inside the first start opening 120, and a second start area is provided inside the second start opening 122. Then, when a game ball enters the first start opening 120 or the second start opening 122 and the game ball enters the first start area or the second start area, a lottery is conducted to determine one of a plurality of special symbols provided in advance. Various game benefits such as whether a big winning game or a small winning game advantageous to the player can be executed and what kind of game state the subsequent game state will be are associated with each special symbol. Therefore, when a game ball enters the first start opening 120 or the second start opening 122, the player will obtain the opportunity to obtain the right to receive various game benefits while obtaining predetermined prize balls.
[0021] The first start opening 120 is at the lower part of the game area 116, and only the game balls flowing down in the first game area 116a can enter, or the game balls that have entered the first game area 116a are arranged at a position where they are more likely to enter than the game balls that have entered the second game area 116b.
[0022] In addition, the second starting port 122 is located in the second game area 116b, and only the game balls flowing down in the second game area 116b can enter, or the game balls that have entered the second game area 116b are arranged at a position where they are more likely to enter than the game balls that have entered the first game area 116a. This second starting port 122 is constituted by a variable starting port (starting variable winning device) having a movable piece 122b, and the easiness of entry of the game balls into the second starting port 122 is variable.
[0023] Specifically, in the second starting port 122, the movable piece 122b is provided so as to be openable and closable. When the movable piece 122b is in the closed state, it is impossible or difficult for the game balls to enter the second starting port 122. Note that the specific configuration of the second starting port 122 is not particularly limited, but here, the movable piece 122b is configured to be immersed in the back side of the game board 108 in the closed state and to protrude to the front side of the game board 108 in the open state. In the closed state where the movable piece 122b is immersed, the second starting port 122 is closed, and the game balls flow down the front side of the second starting port 122.
[0024] On the other hand, when the game balls pass through the gates 124 provided in the first game area 116a and the second game area 116b, or when the game balls enter the general pattern operation port 125 provided in the second game area 116b, it is determined whether or not to execute an auxiliary game in which the second starting port 122 is opened. When it is determined to execute the auxiliary game, an auxiliary game in which the opening and closing of the second starting port 122 is controlled is executed. More specifically, on the condition that the game balls have passed through the gates 124 or the game balls have entered the general pattern operation port 125, a lottery of a normal symbol described later is performed. When winning in this lottery, the movable piece 122b is controlled to be in the open state for a predetermined time.
[0025] In the open state where the movable piece 122b protrudes, the game balls flowing down the front side of the second starting port 122 fall onto the movable piece 122b. The game balls that have fallen onto the movable piece 122b are guided by the movable piece 122b and led to the second starting port 122. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray that guides the game balls to the second starting port 122, facilitating the entry of the game balls into the second starting port 122.
[0026] Furthermore, a first large winning port 126 and a second large winning port 128 are provided at the lower part of the game area 116. The first large winning port 126 and the second large winning port 128 are arranged at positions where at least the game balls flowing down the second game area 116b can enter. An opening / closing door 126b is provided at the first large winning port 126 so as to be openable and closable. Normally, the opening / closing door 126b closes the first large winning port 126, making it impossible for game balls to enter the first large winning port 126. On the other hand, when the above-mentioned small hit game is executed, the opening / closing door 126b is opened, and the opening / closing door 126b functions as a tray, enabling game balls to enter the first large winning port 126. When a game ball enters the first large winning port 126, a predetermined number of prize balls are paid out to the player.
[0027] Also, an opening / closing door 128b is provided at the second large winning port 128 so as to be openable and closable. Normally, the opening / closing door 128b closes the second large winning port 128, making it impossible for game balls to enter the second large winning port 128. On the other hand, when the above-mentioned big role game is executed, the opening / closing door 128b is opened, and the opening / closing door 128b functions as a tray, enabling game balls to enter the second large winning port 128. When a game ball enters the second large winning port 128, a predetermined number of prize balls are paid out to the player. Incidentally, the first large winning port 126 and the second large winning port 128 are collectively simply referred to as the large winning port.
[0028] Note that at the lowermost part of the game area 116, a discharge port 130 is provided to discharge the game balls that have not entered any of the general winning port 118, the first starting port 120, the second starting port 122, the first large winning port 126, and the second large winning port 128 from the game area 116 to the back side of the game board 108.
[0029] And in the gaming machine 100, as an effect device that performs effects during the progress of the game, there are provided an effect display device 200 composed of a liquid crystal display device, an effect accessory device 202 composed of a movable device, an effect lighting device 204 composed of lamps controlled in various lighting modes and emission colors, an audio output device 206 composed of a speaker, and an effect button 208 that accepts the operation of the player.
[0030] The effect display device 200 includes a main effect display section 200a and a sub-effect display section 201a each composed of an image display section for displaying an image. The main effect display section 200a is disposed at a substantially central portion of the game board 108 so as to be visible from the front side of the gaming machine 100. On this main effect display section 200a, as shown in the figure, effect symbols 210a, 210b, and 210c are variably displayed, and a variable effect is executed in which the big winning lottery result is notified to the player according to the stop display mode of each of these effect symbols 210a, 210b, and 210c. Further, the sub-effect display section 201a is provided above the main effect display section 200a, and an auxiliary effect image is displayed during the variable effect.
[0031] The effect accessory device 202 is disposed in front of the main effect display section 200a and is normally retracted to the back side of the game board 108, but during the variable display of the above-described effect symbols 210a, 210b, and 210c, etc., it moves to the front of the main effect display section 200a to give the player a sense of expectation of a big win.
[0032] The effect lighting device 204 is provided on the effect accessory device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the image displayed on the main effect display section 200a, etc.
[0033] The audio output device 206 is provided at the upper position of the front frame 106 or the lowermost position of the outer frame 102, and outputs various sounds toward the front side of the gaming machine 100 in accordance with the image displayed on the main effect display section 200a, etc.
[0034] The performance button 208 is composed of buttons that accept the pressing operation of the player, and is provided at a substantially central position in the width direction of the gaming machine 100 and below the transparent plate 110. This performance button 208 is activated in accordance with an image or the like displayed on the main performance display unit 200a. When it accepts the player's operation within the operation valid time, various performances are executed according to the operation.
[0035] The cross key 209 is composed of four buttons: an up button, a down button, a left button, and a right button that accept the pressing operation of the player, and is provided near the performance button 208. The performance button 208 and the cross key 209 may be used when making various settings.
[0036] In addition, reference numeral 132 in the figure is an upper plate into which prize balls paid out from the gaming machine 100 or gaming balls lent out from the gaming ball lending device are guided. When this upper plate 132 is filled with gaming balls, the gaming balls will be guided to the lower plate 134. Further, on the bottom surface of this lower plate 134, a ball discharge hole (not shown) for discharging the gaming balls from the lower plate 134 is formed. This ball discharge hole is normally closed by a closing plate (not shown), but by pushing in the ball discharge knob 134a, the closing plate slides integrally with the ball discharge knob 134a, and it is possible to discharge the gaming balls from the ball discharge hole below the lower plate 134.
[0037] Also, on the game board 108, outside the game area 116 and at a position visible to the player, a first special symbol display 160, a second special symbol display 162, a first special symbol hold display 164, a second special symbol hold display 166, a normal symbol display 168, a normal symbol hold display 170, and a right hit notification display 172 are provided. These displays 160 to 172 are devices for displaying various situations related to the game, and their details will be described later.
[0038] (Internal Configuration of Control Means) FIG. 3 is a block diagram showing the internal configuration of control means for controlling the progress of the game according to the present embodiment.
[0039] The main control board 300 controls the basic operations of the game. This main control board 300 is provided with a main CPU 300a, a main ROM 300b, and a main RAM 300c. Based on the input signals from each detection switch and timer, the main CPU 300a reads out the program stored in the main ROM 300b and performs arithmetic processing. It also directly controls each device and display, or sends commands to other boards according to the results of the arithmetic processing. The main RAM 300c functions as a work area for data during the arithmetic processing of the main CPU 300a.
[0040] The gaming machine 100 of this embodiment is roughly classified into a special game mainly started by the entry of game balls into the first start port 120 or the second start port 122, and a normal game started when a game ball passes through the gate 124 (a game ball enters the general operation port 125 in the general drawing). Various programs for advancing the special game and the normal game, as well as various data and tables necessary for various games, are stored in the main ROM 300b of the main control board 300.
[0041] Connected to the main control board 300 are a general winning port detection switch 118s for detecting the entry of a game ball into the general winning port 118, a first start port detection switch 120s for detecting the entry of a game ball into the first start port 120, a second start port detection switch 122s for detecting the entry of a game ball into the second start port 122, a gate detection switch 124s for detecting the passage of a game ball through the gate 124, a general drawing operation port detection switch 125s for detecting the entry of a game ball into the general drawing operation port 125, a first big winning port detection switch 126s for detecting the entry of a game ball into the first big winning port 126, a second big winning port detection switch 128s for detecting the entry of a game ball into the second big winning port 128, and an out ball detection switch 130s for detecting a game ball discharged from the game area 116. Detection signals are input from these respective detection switches to the main control board 300.
[0042] Note that a combined flow path is provided on the back surface of the game board 108. The game balls that enter the general winning opening 118, the first start opening 120, the second start opening 122, the first big winning opening 126, and the second big winning opening 128 respectively, and the game balls guided to the back side from the discharge port 130 merge in the combined flow path and are configured to be guided to the facilities in the game hall. The out ball detection switch 130s is provided in the combined flow path, and all the game balls discharged from the game area 116, in other words, all the game balls launched into the game area 116 are detected by the out ball detection switch 130s.
[0043] Also, on the main control board 300, a normal electric accessory solenoid 122c that operates the movable piece 122b of the second start opening 122, a first big winning opening solenoid 126c that operates the opening and closing door 126b for opening and closing the first big winning opening 126, and a second big winning opening solenoid 128c that operates the opening and closing door 128b for opening and closing the second big winning opening 128 are connected. The main control board 300 controls the opening and closing of the second start opening 122, the first big winning opening 126, and the second big winning opening 128.
[0044] Furthermore, on the main control board 300, a first special symbol display 160, a second special symbol display 162, a first special symbol hold display 164, a second special symbol hold display 166, a normal symbol display 168, a normal symbol hold display 170, and a right hitting notification display 172 are connected. The main control board 300 controls the display of these respective displays.
[0045] Also, the gaming machine 100 is provided with a plurality of abnormality detection sensors 174 for detecting the possibility of abnormalities or irregularities, such as a radio wave detection sensor for detecting radio waves, a magnetic detection sensor for detecting magnetism, and a door opening sensor for detecting the open state of the middle frame 104 and the front frame 106. An abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0046] Furthermore, a setting change switch 180s is provided on the back surface of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. An operation for changing and confirming the set value becomes possible on the condition that the setting change switch 180s is turned on. Although details will be described later, in the gaming machine 100 of the present embodiment, any one of six levels of set values with different degrees of advantage is stored as a registered set value in a set value buffer, and the game progresses according to the stored registered set value.
[0047] Also, a RAM clear button is provided on the back surface of the game board 108 so as to be depressable, and a depression operation of this RAM clear button is detected by a RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. When a RAM clear operation signal is input from the RAM clear switch 182s at the time of power-on, the main CPU 300a clears the main RAM 300c.
[0048] Also, a performance display monitor 184 is provided on the back surface of the game board 108. The registered set value and the base ratio are displayed on the performance display monitor 184 by the main control board 300.
[0049] Also, a payout control board 310 and a sub-control board 330 are connected to the main control board 300.
[0050] The payout control board 310 performs control for launching game balls and control for paying out bonus balls. This payout control board 310 also includes a CPU, a ROM, and a RAM, and is connected to the main control board 300 so as to be communicable bidirectionally. A game information output terminal board 312 is connected to this payout control board 310, and various information on the progress of the game output from the main control board 300 is output to a hall computer of the game parlor or the like via the payout control board 310 and the game information output terminal board 312.
[0051] In addition, a payout motor 314 for paying out the game balls stored in the storage section as bonus balls to the player is connected to the payout control board 310. The payout control board 310 controls the payout motor 314 based on the payout number designation command transmitted from the main control board 300 to control the payout of a predetermined number of bonus balls to the player. At this time, the number of game balls paid out is detected by the payout ball counting switch 316s, and it is possible to determine whether the bonus balls to be paid out have been paid out to the player.
[0052] In addition, a tray full detection switch 318s for detecting the full state of the lower tray 134 is connected to the payout control board 310. This tray full detection switch 318s is provided in the passage that guides the game balls paid out as bonus balls to the lower tray 134, and each time a game ball passes through the passage, a game ball detection signal is input to the payout control board 310.
[0053] Then, when a predetermined amount or more of game balls are stored in the lower tray 134 and it becomes full, the game balls stay in the passage leading to the lower tray 134, and a game ball detection signal is continuously input from the tray full detection switch 318s to the payout control board 310. When the game ball detection signal is continuously input for a predetermined time, the payout control board 310 determines that the lower tray 134 is in a full state and transmits a tray full command to the main control board 300. On the other hand, if the continuous input of the game ball detection signal stops after transmitting the tray full command, it is determined that the full state has been released, and a tray full release command is transmitted to the main control board 300.
[0054] In addition, a launch control circuit 320 is connected to the payout control board 310 so as to be capable of two-way communication. When the launch control circuit 320 receives launch control data from the payout control board 310, it permits launch. A touch sensor 112s provided on the operation handle 112 for detecting that a player has touched the operation handle 112 and an operation volume 112a for detecting the operation angle of the operation handle 112 are connected to the launch control circuit 320. When signals are input from the touch sensor 112s and the operation volume 112a, control is performed in the launch control circuit 320 to energize a launch solenoid 112c provided in the game ball launch device to launch a game ball.
[0055] The sub-control board 330 mainly controls various effects during the game, such as during play or standby. The sub-control board 330 includes a sub-CPU 330a, a sub-ROM 330b, a sub-RAM 330c, an RTC 330d, an actuator unit 340, and a display control unit 350, and is connected to the main control board 300 so as to be capable of one-way communication from the main control board 300 to the sub-control board 330.
[0056] Based on commands transmitted from the main control board 300, input signals from timers, etc., the sub-CPU 330a reads out a program stored in the sub-ROM 330b, performs arithmetic processing, and executes control of the effects.
[0057] At this time, the sub-RAM 330c functions as a data work area during the arithmetic processing of the sub-CPU 330a. In addition, the sub-CPU 330a determines the effect to be executed and transmits a command indicating the determined effect to the actuator unit 340.
[0058] Based on the commands transmitted from the sub-CPU 330a, the act unit 340 performs time management of the effects to be executed on the effect display device 200, the effect prop device 202, the effect lighting device 204, and the audio output device 206. For example, the act unit 340 transmits a message indicating the start of effect execution to the display control unit 350. By managing the transmission timing of each message, the act unit 340 performs time management of effects to be displayed on the main effect display unit 200a, etc.
[0059] Based on the message transmitted from the act unit 340, the display control unit 350 performs control to display images on the main effect display unit 200a and the sub-effect display unit 201a. That is, the act unit 340 transmits a message based on the effect whose execution has been determined, and the display control unit 350 receives the message transmitted from the act unit 340, generates an image based on the received message, and displays it on the main effect display unit 200a.
[0060] Also, the sub-control board 330 performs movement control of the effect prop device 202, lighting control of the effect lighting device 204, and audio output control to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from an effect button detection switch 208s that detects that the effect button 208 has been pressed, and a cross key detection switch 209s that detects that the cross key 209 has been pressed, predetermined processing is performed.
[0061] Note that a power supply board (not shown) is connected to each board, and power is supplied to each board from a commercial power supply via the power supply board. Also, the power supply board is provided with a backup power supply composed of a capacitor. The RTC 330d provided on the sub-control board 330 receives power supply from this backup power supply and measures the current time.
[0062] Figure 4 is an address map of the memory area used by the main CPU 300a according to this embodiment. In FIG. 4, the addresses are shown in hexadecimal, and "H" indicates that it is in hexadecimal. As shown in FIG. 4, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) assigned to the main ROM 300b and a memory area (F000H to F3FFH) assigned to the main RAM 300c.
[0063] The memory area of the main ROM 300b has a use area (0000H to 1A7AH) for storing programs and data for controlling the progress of the game, and an area other than the use area, which stores programs and data for performing processes for tests defined by the game machine rules and for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184). There is a non-use area (2000H to 2BFFH) for this purpose.
[0064] In the use area of the main ROM 300b, there are provided a program area (0000H to 0A89H) for storing programs for controlling the progress of the game, an unused area (0A8AH to 0FFFH), and a data area (1000H to 1A7AH) for storing data other than programs. Note that the use area may not include the unused area (0A8AH to 0FFFH).
[0065] In the non-use area of the main ROM 300b, there are provided a program area (2000H to 27FFH) for storing programs for performing processes for tests defined by the game machine rules and for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) for storing data other than these programs.
[0066] In addition to the used area and the unused area, in the memory area of the main ROM 300b, there are also an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) where arbitrary data such as the title and version of the program are stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) where information necessary for the main CPU 300a to execute the program is stored.
[0067] The memory area of the main RAM 300c includes a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an area other than the used area, which is an unused area (F210H to F228H) that is temporarily used when a program for performing a test defined by the game machine rules or a program for displaying the performance display monitor 184 is being executed.
[0068] In the used area of the main RAM 300c, there are provided a work area (F000H to F12AH) that is temporarily used when a program for controlling the progress of the game is being executed, an unused area (F12BH to F1D7H), and a stack area (F1D8H to F1FFH) where data is temporarily stored during the execution of the program for controlling the progress of the game. Note that the used area may exclude the unused area (F12BH to F1D7H).
[0069] In the unused area of the main RAM 300c, there are provided a work area (F210H to F21FH) that is temporarily used when a program for performing a test defined by the game machine rules or a program for displaying the performance display monitor 184 is being executed, and a stack area (F220H to F228H) where data is temporarily stored during the execution of these programs.
[0070] In addition to the used area and the unused area, in the memory area of the main RAM 300c, there are also an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0071] As described above, in the main ROM 300b and the main RAM 300c, a used area used to control the progress of the game and an unused area used to execute processes for performing tests defined by the game machine rules and processes for controlling the display of the performance display monitor 184 are separately provided.
[0072] And in the main RAM 300c, a 16-byte unused area (F200H to F20FH) is provided between the used area and the unused area. This unused area (F200H to F20FH) is set as a boundary area that separates the used area and the unused area, making the boundary between the used area and the unused area clear, preventing the unused area from being used when a program for controlling the progress of the game is being executed, and preventing the used area from being used when programs for processes for performing tests defined by the game machine rules and processes for controlling the display of the performance display monitor 184 are being executed.
[0073] Note that the unused area provided between the used area and the unused area may be at least 1 byte or more, and from the viewpoint of preventing fraud, it is preferably 4 bytes or more, and more preferably set to 16 bytes or more. Also, although writing and reading of data are prohibited in the unused area, from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0074] Next, the game in the gaming machine 100 of the present embodiment will be described together with various tables stored in the main ROM 300b.
[0075] As described above, the gaming machine 100 of the present embodiment is one in which two types of games, a special game and a normal game, proceed in parallel. As game states when proceeding with these two games, any game state in which either a low-probability game state or a high-probability game state and either a non-time-limited game state or a time-limited game state are combined is a game state in which the game proceeds.
[0076] Details of each gaming state will be described later. The low-probability gaming state is a gaming state in which the probability of obtaining the right to execute a big-win gaming in which the first big winning opening 126 and the second big winning opening 128 are opened is set low. The high-probability gaming state is a gaming state in which the probability of obtaining the right to execute a big-win gaming is set high.
[0077] In addition, the non-time-limited gaming state is a gaming state in which the movable piece 122b is difficult to be in an open state and it is difficult for a game ball to enter the second starting port 122. The time-limited gaming state is a gaming state in which the movable piece 122b is more likely to be in an open state and it is easier for a game ball to enter the second starting port 122 than in the non-time-limited gaming state. The initial state of the gaming machine 100 is set to the low-probability gaming state and the non-time-limited gaming state, and this gaming state is referred to as the normal gaming state in this embodiment.
[0078] When the player operates the operation handle 112 to launch a game ball into the game area 116 and the game ball flowing down the game area 116 enters the first starting port 120 or the second starting port 122, a lottery (hereinafter referred to as "big-win lottery") is conducted to determine whether to grant a game benefit to the player. In this big-win lottery, if a big win or a small win is won, the first big winning opening 126 and the second big winning opening 128 are opened, and a big-win gaming or a small-win gaming in which a game ball can enter the first big winning opening 126 and the second big winning opening 128 is executed. Also, the gaming state after the end of the big-win gaming is set to any of the above gaming states. Hereinafter, the big-win lottery method will be described.
[0079] As will be described in detail later, when a game ball enters the first starting port 120 or the second starting port 122, various random values related to the big winning lottery (big win determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, variation pattern random number) are acquired, and each of these random values is stored in the special figure reservation memory area of the main RAM 300c. Hereinafter, the various random numbers that are stored in the special figure reservation memory area when a game ball enters the first starting port 120 will be collectively referred to as special reservation 1, and the various random numbers that are stored in the special figure reservation memory area when a game ball enters the second starting port 122 will be collectively referred to as special reservation 2.
[0080] The special figure reservation memory area of the main RAM 300c includes a first special figure reservation memory area and a second special figure reservation memory area. The first special figure reservation memory area and the second special figure reservation memory area each have four memory parts (first to fourth memory parts). When a game ball enters the first starting port 120, the special reservation 1 is stored in order from the first memory part of the first special figure reservation memory area, and when a game ball enters the second starting port 122, the special reservation 2 is stored in order from the first memory part of the second special figure reservation memory area.
[0081] For example, when a game ball enters the first starting port 120, if there is no reservation stored in any of the first to fourth memory parts of the first special figure reservation memory area, the special reservation 1 is stored in the first memory part. Also, for example, when a game ball enters the first starting port 120 in a state where the special reservation 1 is stored in the first to third memory parts, the special reservation 1 is stored in the fourth memory part. Also, when a game ball enters the second starting port 122, similarly to the above, among the first to fourth memory parts of the second special figure reservation memory area, the special reservation 2 is stored in the memory part with the smallest number (ordinal number) where the special reservation 2 is not stored.
[0082] However, the special 1 reserved number (X1) and the special 2 reserved number (X2) that can be stored in the first special figure reserved memory area and the second special figure reserved memory area are each set to four. Therefore, for example, when a game ball enters the first start port 120, if four special 1 reserves have already been stored in the first special figure reserved memory area, no new special 1 reserve will be stored due to the entry of the game ball into the first start port 120. Similarly, when a game ball enters the second start port 122, if four special 2 reserves have already been stored in the second special figure reserved memory area, no new special 2 reserve will be stored due to the entry of the game ball into the second start port 122.
[0083] Figure 5 is a diagram for explaining the low-probability big win determination random number determination table according to the present embodiment. When a game ball enters the first start port 120 or the second start port 122, one big win determination random number is acquired from within the range of 0 to 65535. Then, when starting the big combination lottery, that is, when performing the big win determination, a big win determination random number determination table is selected according to the game state, and the big combination lottery is performed based on the selected big win determination random number determination table and the acquired big win determination random number.
[0084] When starting the big combination lottery for the special 1 reserve and the special 2 reserve in the low-probability game state, the low-probability big win determination random number determination table is referred to. Here, in the present embodiment, six levels of setting values with different degrees of advantage are provided, and the low-probability big win determination random number determination table is provided for each setting value. During the game, the setting value is set to one of the six levels, and the big combination lottery is performed by referring to the low-probability big win determination random number determination table corresponding to the currently set setting value (the registered setting value stored in the setting value buffer).
[0085] In the low-probability gaming state, when the set value is set to 1 (registered set value = 1), a major prize draw is conducted by referring to the low-probability big win determination random number judgment table a shown in Fig. 5(a). According to this low-probability big win determination random number judgment table a, when the big win determination random number is 10001 - 10218, it is determined as a big win; when the big win determination random number is 20001 - 21310, it is determined as a small win; and when it is any other big win determination random number, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 300.6, and the small win probability is approximately 1 / 50.
[0086] In the low-probability gaming state, when the set value is set to 2 (registered set value = 2), a major prize draw is conducted by referring to the low-probability big win determination random number judgment table b shown in Fig. 5(b). According to this low-probability big win determination random number judgment table b, when the big win determination random number is 10001 - 10225, it is determined as a big win; when the big win determination random number is 20001 - 21310, it is determined as a small win; and when it is any other big win determination random number, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 291.2, and the small win probability is approximately 1 / 50.
[0087] In the low-probability gaming state, when the set value is set to 3 (registered set value = 3), a major prize draw is conducted by referring to the low-probability big win determination random number judgment table c shown in Fig. 5(c). According to this low-probability big win determination random number judgment table c, when the big win determination random number is 10001 - 10232, it is determined as a big win; when the big win determination random number is 20001 - 21310, it is determined as a small win; and when it is any other big win determination random number, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 282.4, and the small win probability is approximately 1 / 50.
[0088] In the low-probability gaming state, when the set value is set to 4 (registered set value = 4), a major role lottery is conducted by referring to the low-probability big win determination random number judgment table d shown in FIG. 5(d). According to this low-probability big win determination random number judgment table d, when the big win determination random number is 10001 to 10239, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when it is any other big win determination random number, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 274.2, and the small win probability is approximately 1 / 50.
[0089] In the low-probability gaming state, when the set value is set to 5 (registered set value = 5), a major role lottery is conducted by referring to the low-probability big win determination random number judgment table e shown in FIG. 5(e). According to this low-probability big win determination random number judgment table e, when the big win determination random number is 10001 to 10246, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when it is any other big win determination random number, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 266.4, and the small win probability is approximately 1 / 50.
[0090] In the low-probability gaming state, when the set value is set to 6 (registered set value = 6), a major role lottery is conducted by referring to the low-probability big win determination random number judgment table f shown in FIG. 5(f). According to this low-probability big win determination random number judgment table f, when the big win determination random number is 10001 to 10253, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when it is any other big win determination random number, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 259.0, and the small win probability is approximately 1 / 50.
[0091] FIG. 6 is a diagram for explaining the high-probability jackpot determination random number determination table according to the present embodiment. In the high-probability gaming state, when starting the big winning combination lottery for the special 1 hold and the special 2 hold, the high-probability jackpot determination random number determination table is referred to. The high-probability jackpot determination random number determination table is also provided for each set value in the same manner as the low-probability jackpot determination random number determination table.
[0092] In the high-probability gaming state, when the set value is set to 1 (registered set value = 1), the big winning combination lottery is performed by referring to the high-probability jackpot determination random number determination table a shown in FIG. 6(a). According to this high-probability jackpot determination random number determination table a, when the jackpot determination random number is 10001 to 10620, it is determined as a jackpot, when the jackpot determination random number is 20001 to 21310, it is determined as a minor win, and when it is other jackpot determination random numbers, it is determined as a loss. Therefore, in this case, the jackpot probability is about 1 / 105.7, and the minor win probability is about 1 / 50.
[0093] Similarly, in the high-probability gaming state, when the set value is set to 2 to 6 (registered set value = 2 to 6), the big winning combination lottery is performed by referring to the high-probability jackpot determination random number determination tables b to f shown in FIGS. 6(b) to (f). According to these high-probability jackpot determination random number determination tables b to f, when the jackpot determination random number is the value shown in the figure, it is determined as a jackpot. Therefore, in the case of set values = 2 to 6, the jackpot probabilities are about 1 / 102.4 to 1 / 91.0, respectively, and the minor win probability is about 1 / 50.
[0094] As described above, the big winning combination lottery is performed according to the registered set value. At this time, the winning probability of the jackpot varies according to the registered set value, and when the registered set value is larger, it is easier to win the jackpot than when it is smaller. Here, it is assumed that the winning probability of the minor win does not change even if the registered set value is different, but the winning probability of the minor win may be made different for each registered set value. Also, the minor win is not essential, and in the big winning combination lottery, only either the jackpot or a loss may be determined.
[0095] Also, here, although the winning probability of the jackpot in both the low-probability gaming state and the high-probability gaming state is made to differ according to the registered setting value, it may be that only the winning probability of the jackpot in either the low-probability gaming state or the high-probability gaming state differs according to the registered setting value.
[0096] FIG. 7 is a diagram for explaining the winning symbol random number determination table according to the present embodiment. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is acquired from within the range of 0 to 99. Then, when the determination result of "jackpot" or "minor win" is derived by the above-described major combination lottery, the type of the special symbol is determined by the acquired winning symbol random number and the winning symbol random number determination table. At this time, when winning the "jackpot" by the first special hold, as shown in FIG. 7(a), the first special hold winning symbol random number determination table a is selected, and when winning the "minor win" by the first special hold, as shown in FIG. 7(b), the first special hold winning symbol random number determination table b is selected. Also, when winning the "jackpot" by the second special hold, as shown in FIG. 7(c), the second special hold winning symbol random number determination table a is selected, and when winning the "minor win" by the second special hold, as shown in FIG. 7(d), the second special hold winning symbol random number determination table b is selected. Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when the determination result of the jackpot is obtained is called the jackpot symbol, the special symbol determined when the determination result of the minor win is obtained is called the minor win symbol, and the special symbol determined when the determination result of a loss is obtained is called the loss symbol.
[0097] According to the winning symbol random number determination table a for Special Feature 1 shown in FIG. 7(a) and the winning symbol random number determination table a for Special Feature 2 shown in FIG. 7(c), as shown in the figure, the type of special symbol (big win symbol) is determined according to the value of the obtained winning symbol random number. Also, according to the winning symbol random number determination table b for Special Feature 1 shown in FIG. 7(b) and the winning symbol random number determination table b for Special Feature 2 shown in FIG. 7(d), regardless of the value of the obtained winning symbol random number, as shown in the figure, the type of special symbol (small win symbol) is determined as Special Symbol a.
[0098] On the other hand, when the big role lottery result is "loss", when the lottery result is derived by Special Feature 1 hold, Special Symbol X is determined as a losing symbol without conducting a lottery. Also, when the big role lottery result is "loss", when the lottery result is derived by Special Feature 2 hold, Special Symbol Y is determined as a losing symbol without conducting a lottery.
[0099] That is, the winning symbol random number determination table is referred to only when the big role lottery result is "big win" or "small win", and is not referred to when the big role lottery result is "loss". Here, in the winning symbol random number determination table for Special Feature 1 and the winning symbol random number determination table for Special Feature 2, the same big win symbol is determined respectively. However, different big win symbols may be determined in both tables, or regardless of the hold type, the type of special symbol (big win symbol) may be determined by referring to one winning symbol random number determination table.
[0100] Here, the selection ratios of the big win symbol and the small win symbol are made common for all setting values, but either one or both of the big win symbol and the small win symbol may be made different for each setting value.
[0101] FIG. 8 is a diagram illustrating a reach group determination random number judgment table according to this embodiment. Multiple reach group determination random number judgment tables are provided, and a preset table is selected depending on the reserved type, reserved number, game status, and variable status associated with the game status. When a game ball enters the first start hole 120 or the second start hole 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, once the big role lottery result is derived, a process is performed to determine a variable performance pattern to notify the big role lottery result. In this embodiment, when the big role lottery result is a "miss," the group type is first determined based on the reach group determination random number and the reach group determination random number judgment table to determine the variable performance pattern. Note that the variable status specifies which table is referenced to determine the variable performance pattern, and is a concept set separately from the game status.
[0102] For example, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") when the big role lottery is performed is 0, then the reach group determination random number judgment table 1 is selected, as shown in FIG. 8(a). Similarly, when the game state is set to a normal game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s when the big role lottery is performed is 1 to 2, then the reach group determination random number judgment table 2 is selected, as shown in FIG. 8(b), and if the number of reserved special 1s is 3, then the reach group determination random number judgment table 3 is selected, as shown in FIG. 8(c). Note that in FIG. 8, the group x listed in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table referenced.
[0103] Here, in the non-time-limited game state, the reach group determination random number determination table that is referred to when the big winning combination lottery result is "loss" based on the special 1 reservation has been described. However, the main ROM 300b stores a number of other reach group determination random number determination tables.
[0104] In addition, when the big winning combination lottery result is "big win" or "small win", the group type is not determined when determining the variation production pattern. That is, the reach group determination random number determination table is referred to only when the big winning combination lottery result is "loss", and is not referred to when the big winning combination lottery result is "big win" or "small win".
[0105] FIG. 9 is a diagram for explaining the reach mode determination random number determination table according to the present embodiment. This reach mode determination random number determination table is roughly classified into a loss-time reach mode determination random number determination table selected when the big winning combination lottery result is "loss", a big win-time reach mode determination random number determination table selected when the big winning combination lottery result is "big win", and a small win-time reach mode determination random number determination table selected when the big winning combination lottery result is "small win". The loss-time reach mode determination random number determination table is provided for each group type determined as described above, and the big win-time reach mode determination random number determination table and the small win-time reach mode determination random number determination table are provided for each reservation type.
[0106] In addition, each reach mode determination random number determination table is also provided for each game state and symbol type. Here, an example of the loss-time reach mode determination random number determination table for group x referred to in a predetermined game state and symbol type is shown in FIG. 9(a), an example of the big win-time reach mode determination random number determination table for special 1 is shown in FIG. 9(b), an example of the big win-time reach mode determination random number determination table for special 2 is shown in FIG. 9(c), an example of the small win-time reach mode determination random number determination table for special 1 is shown in FIG. 9(d), and an example of the small win-time reach mode determination random number determination table for special 2 is shown in FIG. 9(e).
[0107] When a game ball enters the first start port 120 or the second start port 122, one reach mode determination random number is acquired from within the range of 0 to 250. And when the result of the above big winning combination lottery is "loss", as shown in FIG. 9(a), a loss-time reach mode determination random number determination table corresponding to the group type determined by the above group type lottery is selected, and based on the selected loss-time reach mode determination random number determination table and the reach mode determination random number, a variation mode number is determined. Also, when the result of the above big winning combination lottery is "big win", as shown in FIGS. 9(b) and (c), a big-win-time reach mode determination random number determination table corresponding to the read hold type is selected, and based on the selected big-win-time reach mode determination random number determination table and the reach mode determination random number, a variation mode number is determined.
[0108] Furthermore, when the result of the above big winning combination lottery is "small win", as shown in FIGS. 9(d) and (e), a small-win-time reach mode determination random number determination table corresponding to the read hold type is selected, and based on the selected small-win-time reach mode determination random number determination table and the reach mode determination random number, a variation mode number is determined.
[0109] Also, in each reach mode determination random number determination table, a variation pattern random number determination table, which will be described later, is associated with the reach mode determination random number together with the variation mode number. And simultaneously with the determination of the variation mode number, the variation pattern random number determination table is determined. Note that in FIG. 9, the table x described in the column of the variation pattern random number determination table indicates an arbitrary table number. Therefore, depending on the acquired reach group determination random number and the type of the reach mode determination random number determination table to be referred to, the variation mode number and the table number of the variation pattern random number determination table will be determined. Also, in the present embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. In the following, when indicating hexadecimal, "H" is appended, but the ○○H described in FIGS. 9 to 11 indicates an arbitrary value shown in hexadecimal.
[0110] As described above, when the result of the major winning lottery is "a miss", first, the group type is determined by the reach group determination random number determination table shown in FIG. 8 and the reach group determination random number. Then, according to the determined group type and the game state, the variation mode number and the variation pattern random number determination table are determined by the reach mode determination random number determination table shown in FIG. 9(a) and the reach mode determination random number.
[0111] On the other hand, when the result of the major winning lottery is "a big win" or "a small win", referring to the big win reach mode determination random number determination table shown in FIG. 9 corresponding to the determined big win symbol or small win symbol (type of special symbol), big win, or game state at the time of small win winning, etc., and using the reach mode determination random number, the variation mode number and the variation pattern random number determination table will be determined.
[0112] FIG. 10 is a diagram for explaining the variation pattern random number determination table according to the present embodiment. Here, the variation pattern random number determination table x of a predetermined table number x is shown, but in addition to this, a large number of variation pattern random number determination tables are provided for each table number.
[0113] When a game ball enters the first start port 120 or the second start port 122, one variation pattern random number is acquired from the range of 0 to 238. Then, based on the variation pattern random number determination table determined simultaneously with the above variation mode number and the acquired variation pattern random number, the variation pattern number is determined as shown in the figure.
[0114] In this way, when the major winning lottery is conducted, the variation mode number and the variation pattern number are determined according to the major winning lottery result, the determined symbol type, game state, hold number, hold type, etc. These variation mode numbers and variation pattern numbers specify the variation effect pattern, and the mode and time of the variation effect are associated with each of them.
[0115] FIG. 11 is a diagram for explaining the variable time determination table according to the present embodiment. As described above, when the variable mode number is determined, the variable time 1 is determined according to the variable time 1 determination table shown in FIG. 11(a). According to this variable time 1 determination table, the variable time 1 is associated with each variable mode number, and the corresponding variable time 1 is determined according to the determined variable mode number.
[0116] Also, as described above, when the variable pattern number is determined, the variable time 2 is determined according to the variable time 2 determination table shown in FIG. 11(b). According to this variable time 2 determination table, the variable time 2 is associated with each variable pattern number, and the corresponding variable time 2 is determined according to the determined variable pattern number. The total time of the variable times 1 and 2 determined in this way is the time of the variable effect for notifying the major lottery result, that is, the variable time.
[0117] When the variable mode number is determined as described above, the variable mode command corresponding to the determined variable mode number is transmitted to the sub-control board 330. When the variable pattern number is determined, the variable pattern command corresponding to the determined variable pattern number is transmitted to the sub-control board 330. In the sub-control board 330, based on the received variable mode command, the mode of the first half of the variable effect is mainly determined, and based on the received variable pattern command, the mode of the second half of the variable effect is mainly determined. Details thereof will be described later. Hereinafter, the variable mode number and the variable pattern number may be collectively referred to as variable information, and the variable mode command and the variable pattern command may be collectively referred to as variable commands.
[0118] FIG. 12 is a diagram for explaining a special electric accessory operation ram set table according to the present embodiment. This special electric accessory operation ram set table stores various data for controlling major winning games or minor winning games. During major winning games and minor winning games, with reference to this special electric accessory operation ram set table, the energization control of the first major winning port solenoid 126c and the second major winning port solenoid 128c is performed. In reality, a plurality of special electric accessory operation ram set tables are provided for each type of special symbol (major winning symbol and minor winning symbol). According to the determined type of special symbol, the corresponding table is set at the start of a major winning game or a minor winning game. Here, for convenience of explanation, the control data of all special symbols is shown in one table.
[0119] When a special symbol A, B, C which is a major winning symbol or a special symbol a which is a minor winning symbol is determined, as shown in FIG. 12, an opening / closing process for opening and closing the first major winning port 126 and the second major winning port 128 in a predetermined opening / closing pattern is executed with reference to the special electric accessory operation ram set table. The major winning game is composed of a plurality of round games in which the second major winning port 128 is opened and closed a predetermined number of times, and the minor winning game is a round game in which the first major winning port 126 is opened and closed a predetermined number of times and is executed only once.
[0120] According to this special electric accessory operation ram set table, the opening time (waiting time until the first round game starts), the maximum number of operations of the special electric accessory (the number of round games executed during one big winning game or small winning game), the open large winning ports (the first large winning port 126 and the second large winning port 128 opened in each round game), the number of times of switching the opening and closing of the special electric accessory (the number of times the first large winning port 126 and the second large winning port 128 are opened during one round game), the solenoid energization time (the energization time of the first large winning port solenoid 126c and the second large winning port solenoid 128c for each number of times the first large winning port 126 and the second large winning port 128 are opened, that is, the opening time of the first large winning port 126 and the second large winning port 128 once), the specified number (the maximum number of winnings possible for the first large winning port 126 and the second large winning port 128 in one round game), the effective time for closing the large winning port (the closing time of the first large winning port 126 and the second large winning port 128 between round games, that is, the interval time between rounds), and the ending time (the waiting time from the end of the last round game until the normal special game resumes) are stored in advance as control data for the big winning game, for each type of big winning symbol and small winning symbol, as shown in the figure.
[0121] In this embodiment, when the special symbols A and B which are big winning symbols are determined, a big winning game composed of five round games is executed. When the special symbol C is determined, a big winning game composed of fifteen round games is executed. Each round game ends when the specified number (8) of game balls enter the second large winning port 128 or when a predetermined time (here 29.0 seconds) has elapsed since the second large winning port 128 was opened.
[0122] Also, when the special symbol a which is a small winning symbol is determined, a small winning game composed of one round game is executed. In the small winning game executed when the special symbol a is determined, in the first round game, the opening of the first large winning port 126 for 0.9 seconds is performed twice with a predetermined pause time in between.
[0123] FIG. 13 is a diagram for explaining a game state setting table for setting the game state after the completion of the big role game according to the present embodiment. In the present embodiment, when the big role game is executed, the game state after the completion of the big role game is set according to the type of special symbol determined at the time of winning the big hit.
[0124] According to this game state setting table, when the big hit symbol is special symbol A, the low probability game state is set after the completion of the big role game. On the other hand, when the big hit symbol is special symbol B or C, the high probability game state is set after the completion of the big role game, and the number of continuous times of the high probability game state (hereinafter referred to as "high probability times") is set to 10,000 times. This means that the high probability game state continues until the big hit lottery result is determined 10,000 times. However, the above-mentioned high probability times indicate the maximum continuous times in one high probability game state. If a big hit is won before reaching the above-mentioned continuous times, the high probability times will be set again. Therefore, when the high probability game state is set after the completion of the big role game, if the lottery result of a miss is derived 10,000 times without deriving the lottery result of a big hit in the high probability game state, the game state will be changed to the low probability game state.
[0125] In addition, after the completion of the big role game, the time-saving game state is set, and the number of continuous times of the time-saving game state (hereinafter referred to as "time-saving times") is set. At this time, if the big hit symbol is special symbol A, the time-saving times are set to 100 times, and if it is special symbol B or C, the time-saving times are set to 10,000 times. This means that the time-saving game state continues until the big role lottery result is determined 100 times or 10,000 times. However, the above-mentioned time-saving times indicate the maximum continuous times in one time-saving game state. If a big hit is won before reaching the above-mentioned continuous times, the time-saving times will be set again.
[0126] FIG. 14 is a diagram for explaining the winning determination random number determination table according to the present embodiment. When a game ball flowing down the game area 116 passes through the gate 124 (the game ball enters the general pattern operation port 125), a determination process of the general pattern (hereinafter referred to as "general pattern lottery") in which whether to energize and control the movable piece 122b of the second start port 122 is associated is performed.
[0127] Although details will be described later, when a game ball passes through the gate 124 (the game ball enters the general pattern operation port 125), one winning determination random number is acquired from the range of 0 to 99, and this random number value is stored in the general pattern hold storage area of the main RAM 300c with a maximum of four. That is, the general pattern hold storage area includes four storage units for saving the winning determination random number. Therefore, when a game ball passes through the gate 124 (the game ball enters the general pattern operation port 125) with the winning determination random number stored in all four storage units of the general pattern hold storage area, the winning determination random number is not stored based on the passage of the game ball. Hereinafter, the winning determination random number stored in the general pattern hold storage area when a game ball passes through the gate 124 (the game ball enters the general pattern operation port 125) is called the general pattern hold.
[0128] When starting the general pattern lottery in the non-time shortening game state, as shown in FIG. 14(a), the winning determination random number determination table for the non-time shortening game state is referred to. According to this winning determination random number determination table for the non-time shortening game state, when the winning determination random number is 0, the winning pattern is determined as the type of the general pattern, and when the winning determination random number is 1 to 99, the losing pattern is determined as the type of the general pattern. Therefore, the probability of determining the winning pattern in the non-time shortening game state, that is, the winning probability is 1 / 100. Although details will be described later, when the winning pattern is determined in this general pattern lottery, the second start port 122 is controlled to be in the open state, and when the losing pattern is determined, the second start port 122 is maintained in the closed state.
[0129] When starting the normal symbol lottery in the time-saving game state, as shown in FIG. 14(b), the winning determination random number determination table for the time-saving game state is referred to. According to this winning determination random number determination table for the time-saving game state, when the winning determination random number is 0 to 98, the winning symbol is determined as the type of the normal symbol, and when the winning determination random number is 99, the losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the winning symbol in the time-saving game state, that is, the winning probability, is 99 / 100.
[0130] FIG. 15(a) is a diagram for explaining the normal symbol variation time data table according to the present embodiment, and FIG. 15(b) is a diagram for explaining the opening / closing control pattern table according to the present embodiment. As described above, when the normal symbol lottery is performed, the variation time of the normal symbol is determined. The normal symbol variation time data table is referred to when determining the variation time of the normal symbol when the winning symbol or the losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, when the game state is set to the non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to the time-saving game state, the variation time is determined to be 1 second. When the variation time is determined in this way, the normal symbol display 168 is variably displayed (flashing display) over the determined time. Then, when the winning symbol is determined, the normal symbol display 168 lights up, and when the losing symbol is determined, the normal symbol display 168 goes out.
[0131] And when the winning symbol is determined by the normal symbol lottery and the normal symbol display 168 lights up, the movable piece 122b of the second start port 122 is energization-controlled with reference to the opening / closing control pattern table as shown in FIG. 15(b). In actuality, the opening / closing control pattern table is provided for each game state, and the corresponding table is set at the start of energization of the normal electric accessory solenoid 122c according to the game state when the normal symbol is determined. Here, for the convenience of explanation, the control data corresponding to each game state is shown in one table.
[0132] When a winning symbol is determined, the second starting hole 122 is controlled to open and close with reference to the opening and closing control pattern table, as shown in FIG. 15(b). According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 begins to open), the maximum number of times the normal electric role device is switched on and off (number of times the second start port 122 is opened), the solenoid power supply time (power supply time of the normal electric role device solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of the second start port 122 once), the specified number (the maximum number of winning entries into the second start port 122 while it is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power active state time (waiting time from the end of the last opening of the second start port 122), and the normal power end waiting time (waiting time until the variable display of the normal pattern described below is resumed after the normal power active state time has elapsed) are pre-stored as control data for the second start port 122 for each game state, as shown in the figure.
[0133] In this way, the non-time-shortened game state and the time-shortened game state are each associated with an opening / closing control condition for opening and closing the second start port 122 as a game progress condition, and in the time-shortened game state, it is easier for a game ball to enter the second start port 122 than in the non-time-shortened game state. In other words, in the time-shortened game state, as long as a game ball passes through the gate 124 (a game ball enters the normal game operation port 125), normal game lotteries are held one after another and the second start port 122 is frequently in an open state, so that the player can participate in big role lotteries while reducing the consumption of game balls.
[0134] The opening / closing conditions for the second start opening 122 stipulate three elements: the probability of winning a normal symbol, the time for which the normal symbol is displayed in a variable manner, and the opening time of the second start opening 122. In this embodiment, two of these elements are set to be more advantageous for the time-shortened game state than for the non-time-shortened game state, so that a game ball is more likely to enter the second start opening 122 in the time-shortened game state than in the non-time-shortened game state. However, one or three of the above three elements may be set to be more advantageous for the time-shortened game state than the non-time-shortened game state. In any case, by making the time-shortened game state more advantageous than the non-time-shortened game state in at least one element, it is possible to make it easier for a game ball to enter the second start opening 122 in the time-shortened game state than in the non-time-shortened game state overall. In other words, when the game state is set to a non-time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a first condition, and when the game state is set to a time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a second condition that is more likely to be in the open state than the first condition.
[0135] In addition, in this embodiment, a normal map operating port 125 is provided in the second game area 116b, and almost all game balls that flow down to the bottom of the second game area 116b enter the normal map operating port 125. When a game ball enters the normal map operating port 125, one prize ball is paid out. Therefore, even if a game ball is launched into the second game area 116b in a non-time-saving game state, the game balls are hardly reduced. However, the normal map operating port 125 is not a required component, and the board configuration is merely an example. Therefore, a configuration in which the game balls are reduced when a game ball is launched into the second game area 116b in a non-time-saving game state may also be used.
[0136] Next, the main processing of the main control board 300 as the game progresses in the gaming machine 100 according to this embodiment will be described.
[0137] FIG. 16 is a diagram for explaining the gaming machine state flag according to the present embodiment. In the main control board 300, whether the game can be advanced is managed by the gaming machine state flag. One of six types of flag values from 00H to 05H is set in the gaming machine state flag. The flag value = 00H of the gaming machine state flag indicates a playable state. When the gaming machine state flag is 00H, the game is advanced under control. When the gaming machine state flag is other than 00H, the game is stopped.
[0138] The flag value = 01H of the gaming machine state flag indicates a setting change state. When the gaming machine state flag is 01H, an operation for changing the registered setting value becomes possible. The flag value = 02H of the gaming machine state flag indicates a setting confirmation state. When the gaming machine state flag is 02H, the registered setting value can be confirmed, for example, by being displayed on the performance display monitor 184. The flag value = 03H of the gaming machine state flag indicates a setting abnormality state. When the gaming machine state flag is 03H, the game is stopped on the assumption that the registered setting value is abnormal. The flag value = 04H of the gaming machine state flag indicates an RWM (read write memory) abnormality state. When the gaming machine state flag is 04H, the game is stopped. The flag value = 05H of the gaming machine state flag indicates a checksum abnormality state. When the gaming machine state flag is 05H, the game is stopped. When the power is turned on, the gaming machine state flag is set to one of the flag values, and processing according to the gaming machine state flag is performed.
[0139] (CPU initialization process of the main control board 300) FIG. 17 is a first flowchart for explaining the CPU initialization process in the main control board 300 according to the present embodiment, and FIG. 18 is a second flowchart for explaining the CPU initialization process in the main control board 300 according to the present embodiment.
[0140] When power is supplied from the power supply board, a system reset occurs in the main CPU 300a, and the main CPU 300a performs the following CPU initialization process (S100).
[0141] (Step S100-1) Upon power-on, the main CPU 300a reads a startup program from the main ROM 300b as initial setting processing and performs setting processing necessary for executing various processes.
[0142] (Step S100-3) The main CPU 300a sets a wait processing time in the timer counter.
[0143] (Step S100-5) The main CPU 300a determines whether a power-off warning signal is detected. Note that a power-off detection circuit is provided on the main control board 300, and when the power supply voltage becomes equal to or lower than a predetermined value, a power-off warning signal is output from the power-off detection circuit. If a power-off warning signal is detected, the process proceeds to step S100-3 above. If a power-off warning signal is not detected, the process proceeds to step S100-7.
[0144] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. As a result, if it is determined that the wait time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5 above.
[0145] (Step S100-9) The main CPU 300a executes processing necessary to permit access to the main RAM 300c.
[0146] (Step S100-11) The main CPU 300a loads the flag value of the game machine state flag before power-off into the D register.
[0147] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum saved at power-off, and also determines whether the backup flag is normal. As a result, if it is determined that the backup flag and the checksum are normal, the process proceeds to step S100-15, and if it is determined that either one or both are not normal, the process proceeds to step S100-25.
[0148] (Step S100-15) The main CPU 300a sets an address that does not include the set value and the gaming machine state flag at the head address of the area to be cleared in the main RAM 300c.
[0149] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal is input from the RAM clear switch 182s (whether the RAM clear button is pressed). As a result, if it is determined that the RAM clear operation signal is input, the process proceeds to step S100-31, and if it is determined that the RAM clear operation signal is not input, the process proceeds to step S100-19.
[0150] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine state flag loaded in step S100-11 is 00H (playable state), whether the setting change switch 180s is on, and whether the middle frame 104 is open. As a result, if it is determined that all three conditions are satisfied, the process proceeds to step S100-21, and if it is determined that even one of the three conditions is not satisfied, the process proceeds to step S100-23.
[0151] (Step S100-21) The main CPU 300a sets 02H (setting confirmation state) in the gaming machine state flag. That is, when the middle frame 104 is open, the setting change switch 180s is on, and the power is normally turned on without the RAM clear button being pressed, the setting confirmation state is entered.
[0152] (Step S100-23) The main CPU 300a executes an initialization process to clear the area to be cleared at power-on, which is the area after the start address set in step S100-15 in the main RAM 300c, and transfers the process to step S100-49.
[0153] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0154] (Step S100-27) The main CPU 300a performs an out-of-area read / write check process to check and clear the read / write memory in the unused area.
[0155] (Step S100-29) The main CPU 300a sets the address including the set value and the gaming machine state flag at the start address of the area to be cleared in the main RAM 300c.
[0156] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the used area.
[0157] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in step S100-31 is normal. As a result, if it is determined to be normal, the process is transferred to step S100-37, and if it is determined to be abnormal, the process is transferred to step S100-35.
[0158] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and transfers the process to step S100-45.
[0159] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. As a result, if it is determined that 02H is set, the process is transferred to step S100-39, and if it is determined that 02H is not set, the process is transferred to step S100-41.
[0160] (Step S100-39) The main CPU 300a sets 00H (game playable state) in the D register.
[0161] (Step S100-41) The main CPU 300a determines whether the setting change conditions are satisfied. As a result, if it is determined that the setting change conditions are satisfied, the process is transferred to step S100-43, and if it is determined that the setting change conditions are not satisfied, the process is transferred to step S100-45. Here, the setting change conditions at least include that the setting change switch 180s is on, the middle frame 104 is open, and a RAM clear operation signal is input from the RAM clear switch 182s.
[0162] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.
[0163] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine state flag.
[0164] (Step S100-47) The main CPU 300a executes an initialization process to clear the target to be cleared during RAM clearing in the main RAM 300c, and transfers the process to step S100-49.
[0165] (Step S100-49) The main CPU 300a performs a transmission process (stores the RAM clear designated command in the transmission buffer) of a payout command (RAM clear designated command) for transmitting to the payout control board 310 that the main RAM 300c has been cleared.
[0166] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0167] (Step S100-53) The main CPU 300a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). As a result, if it is determined to be 00H, the process is transferred to step S110, and if it is determined not to be 00H, the process is transferred to step S100-55.
[0168] (Step S110) The main CPU 300a performs a sub-command group setting process. Note that this sub-command group setting process will be described later.
[0169] (Step S100-55) The main CPU 300a performs a sub-command set process for transmitting a predetermined command to the sub-control board 330. Here, a command corresponding to the gaming machine status flag is set. For example, if the gaming machine status flag is 01H, a setting change state designated command is set, and if the gaming machine status flag is 02H, a setting confirmation state designated command is set. In this way, by transmitting a command corresponding to the gaming machine status flag to the sub-control board 330, the internal state of the main control board 300 can be grasped in the sub-control board 330.
[0170] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0171] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0172] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is used to determine the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number - 1 by the update process of the winning symbol random number described later, the winning symbol random number will be updated to the initial value update random number for the winning symbol random number at that time.
[0173] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the dispensing control board 310, and executes various processes according to the received data.
[0174] (Step S100-65) The main CPU 300 a performs processing to transmit the sub-commands stored in the transmission buffer to the sub-control board 330 .
[0175] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.
[0176] (Step S100-69) The main CPU 300a updates the reach group determination random number, reach mode determination random number, and variation pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, reach mode determination random number, and variation pattern random number for determining the variation presentation pattern are collectively referred to as variation presentation random numbers.
[0177] FIG. 19 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300 according to this embodiment.
[0178] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.
[0179] (Step S110-3) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330. Here, for example, if the initialization processing is executed in the above step S100-47, a RAM clear designation command is set.
[0180] (Step S110-5) The main CPU 300a performs a model command setting process to set a model command indicating model information of the gaming machine 100 in a transmission buffer.
[0181] (Step S110-7) The main CPU 300a performs a setting value designation command setting process for setting a setting value designation command indicating a registered setting value in a transmission buffer.
[0182] (Step S110-9) The main CPU 300a performs a special chart 1 reservation designation command setting process that sets a special chart 1 reservation designation command indicating the special chart 1 reservation number in the transmission buffer.
[0183] (Step S110-11) The main CPU 300a performs a special 2 reserve designation command setting process to set a special 2 reserve designation command indicating the special 2 reserve number in the transmission buffer.
[0184] (Step S110-13) The main CPU 300a performs a count command setting process for setting a count command indicating the remaining number of times in the time-shortened gaming state in a transmission buffer.
[0185] (Step S110-15) The main CPU 300a performs a variable pattern selection state designation command setting process of setting a variable pattern selection state designation command indicating the variable pattern selection state in the transmission buffer.
[0186] (Step S110-17) The main CPU 300a performs a special figure phase designation command setting process of setting a special figure phase designation command indicating the special game management phase in the transmission buffer. Note that the special game management phase will be described later.
[0187] (Step S110-19) The main CPU 300a determines whether the special game management phase is in the special symbol variation waiting state. As a result, if it is determined that it is in the special symbol variation waiting state, the process proceeds to step S110-21, and if it is determined that it is not in the special symbol variation waiting state, the sub-command group setting process ends.
[0188] (Step S110-21) The main CPU 300a sets a customer waiting designation command in the transmission buffer and ends the sub-command group setting process.
[0189] Next, the interrupt process in the main control board 300 according to this embodiment will be described. Here, the power-off save process (XINT interrupt process) and the timer interrupt process will be described.
[0190] (Power-off save process (XINT interrupt process) of the main control board 300) FIG. 20 is a flowchart for explaining the power-off save process (XINT interrupt process) in the main control board 300 according to this embodiment. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage becomes equal to or lower than a predetermined value, it interrupts the CPU initialization process and executes the power-off save process.
[0191] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.
[0192] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0193] (Step S300-5) The main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.
[0194] (Step S300-7) The main CPU 300a restores the register.
[0195] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.
[0196] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0197] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.
[0198] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.
[0199] (Step S300-17) The main CPU 300a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.
[0200] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0201] (Step S300-21) The main CPU 300a determines whether the power-off warning signal is detected. As a result, if it is determined that the power-off warning signal is detected, the process proceeds to step S300-17, and if it is determined that the power-off warning signal is not detected, the process proceeds to step S300-23.
[0202] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.
[0203] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is not 0. As a result, if it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the above-described CPU initialization process (step S100).
[0204] In addition, when an actual power-off occurs, the operation of the gaming machine 100 stops while looping through steps S300-17 to S300-25.
[0205] (Timer interrupt processing of the main control board 300) FIG. 21 is a flowchart for explaining the timer interrupt processing in the main control board 300 according to the present embodiment. The main control board 300 is provided with a reset clock pulse generation circuit that generates clock pulses at a predetermined cycle (4 milliseconds in the present embodiment, hereinafter referred to as "4 ms"). Then, when a clock pulse is generated by the reset clock pulse generation circuit, it interrupts the CPU initialization process (step S100), and the following timer interrupt processing is executed.
[0206] (Step S400-1) The main CPU 300a saves the registers.
[0207] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.
[0208] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output port and executes dynamic port output processing that controls the lighting of the first special pattern display 160, the second special pattern display 162, the first special pattern reserve display 164, the second special pattern reserve display 166, the normal pattern display 168, the normal pattern reserve display 170, the right hit notification display 172, and the performance display monitor 184.
[0209] (Step S400-7) The main CPU 300a reads various types of input port information and executes port input processing to accurately obtain the latest switch status.
[0210] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.
[0211] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it is determined that the flag value is 00H, the process proceeds to step S400-15. If it is determined that the flag value is not 00H, the process proceeds to step S400-13.
[0212] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is equal to or greater than 03H (abnormal setting state). If it is determined that the flag value is equal to or greater than 03H, the process proceeds to step S400-27. If it is determined that the flag value is not equal to or greater than 03H, the process proceeds to step S450.
[0213] (Step S450) The main CPU 300a executes setting-related processing and transfers the processing to step S400-27. Note that the setting-related processing will be described later.
[0214] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, except when otherwise specified, each of the various timer counters is decremented each time the timer interrupt processing of the main control board 300 occurs, and the decrement stops when it reaches 0.
[0215] (Step S400-17) The main CPU 300a executes update processing of the initial value update random number for the winning symbol random number in the same manner as in step S100-61 above.
[0216] (Step S400-19) The main CPU 300a performs processing to update the winning symbol random number. Specifically, the random number counter is incremented by 1 for update. When the added result exceeds the maximum value of the random number range, the random number counter is reset to 0. When the random number counter makes one full cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0217] Although detailed description is omitted, in this embodiment, the big win determination random number and the win determination random number use hardware random numbers updated by a hardware random number generation unit built in the main control board 300. The hardware random number generation unit updates both the big win determination random number and the win determination random number according to a certain rule, automatically changes the random number sequence every time the random number sequence makes one full cycle, and changes the start value every time the system is reset.
[0218] (Step S500) The main CPU 300a executes switch management processing to determine whether there is an input signal from the first start port detection switch 120s, the second start port detection switch 122s, the gate detection switch 124s, the normal drawing operation port detection switch 125s, the first big winning port detection switch 126s, and the second big winning port detection switch 128s. The details of this switch management processing will be described later.
[0219] (Step S600) The main CPU 300a executes special game management processing for controlling the progress of the above special game. The details of this special game management processing will be described later.
[0220] (Step S700) The main CPU 300a executes normal game management processing for controlling the progress of the above normal game. The details of this normal game management processing will be described later.
[0221] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results. When it is determined that an error has occurred, the main CPU 300a sets an error designation command corresponding to the type of error.
[0222] (Step S400-23) The main CPU 300a checks the general winning port detection switch 118s, the first start port detection switch 120s, the second start port detection switch 122s, the first big winning port detection switch 126s, and the second big winning port detection switch 128s, and executes winning port switch processing for adding a counter for prize ball control and the like corresponding thereto.
[0223] (Step S400-25) The main CPU 300a executes payout control management processing for creating and transmitting a payout command based on the counter value of the counter for prize ball control set in the above step S400-23.
[0224] (Step S400-27) The main CPU 300a executes external information management processing for setting output data for external information to be output to the outside from the game information output terminal board 312.
[0225] (Step S400-29) The main CPU 300a executes LED display setting processing for setting common data for controlling lighting of various displays (LEDs) such as the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, and the right hit notification display 172 in the common output buffer.
[0226] (Step S400-31) The main CPU 300a executes solenoid output image synthesis processing for synthesizing solenoid output images of the normal electric accessory solenoid 122c, the first big winning port solenoid 126c, the second big winning port solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.
[0227] (Step S400-33) The main CPU 300a executes port output processing for outputting the values of the common output buffer stored in each output port buffer to the output port.
[0228] (Step S400-35) The main CPU 300a performs processing for prohibiting interrupts.
[0229] (Step S400-37) The main CPU 300a performs processing to calculate the base ratio to be displayed on the performance display monitor 184 using the unused area of the main RAM 300c, and sets the common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer, thereby executing performance display monitor control processing. Note that in the performance display monitor control processing, the base ratio is calculated every predetermined period. Here, on the performance display monitor 184, the base ratio for the current period and the base ratio for the previous period may be alternately displayed at predetermined time intervals. Also, in response to a predetermined operation, the base ratio displayed on the performance display monitor 184 may be switched. Further, here, when the gaming machine status flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.
[0230] (Step S400-39) The main CPU 300a restores the registers and ends the timer interrupt processing.
[0231] FIG. 22 is a flowchart for explaining the above-described setting-related processing (S450) according to the present embodiment.
[0232] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (setting change state). As a result, if it is determined to be 01H, the process proceeds to step S450-3, and if it is determined not to be 01H, the process proceeds to step S450-15.
[0233] (Step S450-3) The main CPU 300a loads the registered setting value stored in the setting value buffer into a predetermined processing area.
[0234] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether the RAM clear operation signal is input). As a result, if it is determined that the RAM clear switch 182s is on, the process moves to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process moves to step S450-9.
[0235] (Step S450-7) The main CPU 300a adds 1 to the set value of the processing area.
[0236] (Step S450-9) The main CPU 300a determines whether the set value of the processing area is in the range of 1 to 6. As a result, if it is determined that the set value is in the range of 1 to 6, the process moves to step S450-13, and if it is determined that the set value is not in the range of 1 to 6, the process moves to step S450-11.
[0237] (Step S450-11) The main CPU 300a sets the set value of the processing area to 1.
[0238] (Step S450-13) The main CPU 300a sets the set value of the processing area to the set value buffer.
[0239] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is on. As a result, if it is determined that the setting change switch 180s is on, the setting-related process ends, and if it is determined that the setting change switch 180s is not on, the process moves to step S450-17.
[0240] (Step S450-17) The main CPU 300a sets a setting-related end designation command indicating the end of the setting-related process in the transmission buffer.
[0241] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 19. That is, when the setting-related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 hold designation command, the special chart 2 hold designation command, the number of times command, the variable pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0242] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.
[0243] As described above, according to this embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (FIG. 17). After that, the timer interrupt process is executed, but because the gaming machine status flag is set to 01H (setting change status), all processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 21) are stopped, and setting-related processes are executed.
[0244] The setting-related process is repeatedly executed while the setting change switch 180s is on, and during this setting-related process, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to one of multiple stages of setting values in accordance with the setting change operation.
[0245] Then, when the setting change switch 180s is switched off while the gaming machine status flag is set to 01H (setting change status), the setting change process ends and the gaming machine status flag is set to 00H (playable status). This allows the process related to the progress of the game to be executed from the next timer interrupt process.
[0246] Here, in the setting-related processing of this embodiment, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation of the registered setting value has finished, the sub-command group set processing transmits a setting value designation command corresponding to the registered setting value to the sub-control board 330. On the other hand, while the setting change operation is being accepted, the setting value designation command is not transmitted to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not transmitted, and when the acceptance of the setting change operation has finished and the state transitions to one in which game progress is possible, the risk of the registered setting value being obtained fraudulently can be reduced by transmitting the setting value designation command.
[0247] In this embodiment, multiple flag values including at least 01H (setting change state) are switched. When the gaming machine state flag is set to 01H (setting change state), setting-related processing can be executed, and the progress of the game is stopped. In this way, setting-related processing is not executed while the game is in progress, and setting value designation commands are not sent while the game is in progress, reducing the risk of registered setting values being obtained fraudulently.
[0248] Next, among the above-mentioned timer interrupt processing, the switch management processing in step S500, the special game management processing in step S600, and the normal game management processing in step S700 will be described in detail.
[0249] FIG. 23 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to this embodiment.
[0250] (Step S500-1) When the main CPU 300a detects that the gate detection switch is turned on, or when it detects that the general drawing operation port detection switch is turned on, that is, it determines whether a game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned on, or whether a game ball has entered the general drawing operation port 125 and the detection signal from the general drawing operation port detection switch 125s has been turned on. As a result, if it is determined that the gate detection switch is turned on or the general drawing operation port detection switch is turned on, the process proceeds to step S510; if it is determined that it is not the case when the gate detection switch is turned on or the general drawing operation port detection switch is turned on, the process proceeds to step S500-3.
[0251] (Step S510) Based on the passage of the game ball through the gate 124 (the entry of the game ball into the general drawing operation port 125), the main CPU 300a executes gate passage processing. The details of this gate passage processing will be described later.
[0252] (Step S500-3) The main CPU 300a determines whether it is the time when the first start port detection switch is turned on, that is, whether a game ball has entered the first start port 120 and a detection signal has been input from the first start port detection switch 120s. As a result, if it is determined that the first start port detection switch is turned on, the process proceeds to step S520; if it is determined that it is not the time when the first start port detection switch is turned on, the process proceeds to step S500-5.
[0253] (Step S520) Based on the entry of the game ball into the first start port 120, the main CPU 300a executes first start port passage processing. The details of this first start port passage processing will be described later.
[0254] (Step S500-5) The main CPU 300a determines whether the second start hole detection switch is on, that is, whether a game ball has entered the second start hole 122 and a detection signal has been input from the second start hole detection switch 122s. If it is determined that the second start hole detection switch is on, the process proceeds to step S530, and if it is determined that the second start hole detection switch is not on, the process proceeds to step S500-7.
[0255] (Step S530) The main CPU 300a executes second start opening passage processing based on the entry of the gaming ball into the second start opening 122. Details of this second start opening passage processing will be described later.
[0256] (Step S500-7) The main CPU 300a determines whether it is the time when the special prize opening detection switch is detected as being on, that is, whether a gaming ball has entered the first special prize opening 126 and the second special prize opening 128 and a detection signal has been input from the first special prize opening detection switch 126s and the second special prize opening detection switch 128s. If it is determined as a result that it is the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-9, and if it is determined that it is not the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-11.
[0257] (Step S500-9) The main CPU 300a determines whether a big win game or a small win game is currently in progress, and determines whether the game balls have entered the first large win port 126 and the second large win port 128 properly. If it is determined that a big win game or a small win game is not in progress, a predetermined fraud detection process is executed, and if it is determined that a big win game or a small win game is in progress and the game balls have entered the first large win port 126 and the second large win port 128 properly, the main CPU 300a increments the large win port winning ball counter by 1, and sets a large win port winning designation command in the transmission buffer.
[0258] (Step S500-11) The main CPU 300a determines whether it is the time of detecting the activation of the general winning opening detection switch, that is, whether a game ball has entered the general winning opening 118 and a detection signal has been input from the general winning opening detection switch 118s. As a result, if it is determined that it is the time of detecting the activation of the general winning opening detection switch, the process proceeds to step S500-13, and if it is determined that it is not the time of detecting the activation of the general winning opening detection switch, the process proceeds to step S500-15.
[0259] (Step S500-13) The main CPU 300a sets the general winning opening winning designation command in the transmission buffer.
[0260] (Step S500-15) The main CPU 300a determines whether it is the time of detecting the activation of the out ball detection switch, that is, whether a detection signal has been input from the out ball detection switch 130s. As a result, if it is determined that it is the time of detecting the activation of the out ball detection switch, the process proceeds to step S500-17, and if it is determined that it is not the time of detecting the activation of the out ball detection switch, the switch management process ends.
[0261] (Step S500-17) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.
[0262] FIG. 24 is a flowchart for explaining the gate passing process (step S510) in the main control board 300 according to the present embodiment.
[0263] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generation unit.
[0264] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol hold ball number counter is greater than or equal to the maximum value, that is, whether the counter value of the normal symbol hold ball number counter is 4 or more. As a result, if it is determined that the counter value of the normal symbol hold ball number counter is greater than or equal to the maximum value, the gate passing process is terminated, and if it is determined that the counter value of the normal symbol hold ball number counter is not greater than or equal to the maximum value, the process proceeds to step S510-5.
[0265] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol hold ball number counter to a value obtained by adding "1" to the current counter value.
[0266] (Step S510-7) The main CPU 300a calculates the target storage unit among the four storage units of the normal symbol hold storage area that is the target for saving the obtained winning determination random number.
[0267] (Step S510-9) The main CPU 300a saves the winning determination random number obtained in step S510-1 to the target storage unit calculated in step S510-7.
[0268] (Step S510-11) The main CPU 300a sets the normal symbol hold designation command indicating the normal symbol hold number stored in the normal symbol hold storage area to the transmission buffer and terminates the gate passing process.
[0269] Figure 25 is a flowchart for explaining the first start port passing process (step S520) in the main control board 300 according to the present embodiment.
[0270] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is for identifying whether it is a special 1 hold or a special 2 hold as the hold type. The special symbol identification value (00H) indicates a special 1 hold, and the special symbol identification value (01H) indicates a special 2 hold.
[0271] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.
[0272] (Step S535) The main CPU 300a executes the special symbol random number acquisition process to end the first start port passage process. Note that this special symbol random number acquisition process is executed using a common module with the second start port passage process (Step S530). Therefore, the details of the special symbol random number acquisition process will be described after the description of the second start port passage process.
[0273] FIG. 26 is a flowchart for explaining the second start port passage process (Step S530) in the main control board 300 according to the present embodiment.
[0274] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0275] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball counter.
[0276] (Step S535) The main CPU 300a executes the special symbol random number acquisition process described later.
[0277] (Step S530-5) The main CPU 300a loads the normal game management phase. Although details will be described later, the normal game management phase indicates the stage of the execution process of the normal game, that is, the progress status of the normal game, and is updated according to the stage of the execution process of the normal game.
[0278] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is not "04H". Note that "04H" in the normal game management phase indicates that the normal electric accessory winning opening release control process is in progress. In this normal electric accessory winning opening release control process, since the normal electric accessory solenoid 122c is energized and the movable piece 122b is controlled to the open state, here, it is determined whether the second start opening 122 is in a state where it can be properly opened. As a result, when it is determined that the normal game management phase is not "04H", the second start opening passing process is terminated, and when it is determined that the normal game management phase is "04H", the process proceeds to step S530-9.
[0279] (Step S530-9) The main CPU 300a updates the counter value of the normal electric accessory winning ball number counter to the value obtained by adding "1" to the current counter value, and terminates the second start opening passing process.
[0280] Figure 27 is a flowchart for explaining the special symbol random number acquisition process (step S535) in the main control board 300 according to the present embodiment. This special symbol random number acquisition process is executed using a common module in the above-described first start opening passing process (step S520) and second start opening passing process (step S530).
[0281] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0282] (Step S535-3) The main CPU 300a loads the target special symbol reserved ball number. Here, if the special symbol identification value loaded in step S535-1 is "00H", the counter value of the special symbol 1 reserved ball number counter, that is, the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in step S535-1 is "01H", the counter value of the special symbol 2 reserved ball number counter, that is, the special 2 reserved number, is loaded.
[0283] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.
[0284] (Step S535-7) The main CPU 300a determines whether the number of reserved balls for the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is determined that the number is equal to or greater than the upper limit, the process proceeds to step S535-21. If it is determined that the number is not equal to or greater than the upper limit, the process proceeds to step S535-9.
[0285] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0286] (Step S535-11) The main CPU 300a determines which of the eight storage units in the special chart reservation storage area is the target storage unit in which the acquired jackpot determination random number is to be saved.
[0287] (Step S535-13) The main CPU 300a obtains the jackpot determination random number loaded in step S535-5, the winning pattern random number updated in step S400-19, the reach group determination random number updated in step S100-69, the reach mode determination random number, and the variation pattern random number, and stores them in the target memory unit calculated in step S535-11.
[0288] (Step S535-15) The main CPU 300a performs a special symbol reserved ball winning order setting process for updating and storing the winning order of the special 1 reserved and special 2 reserved balls stored in the special symbol reserved storage area.
[0289] (Step S536) The main CPU 300a executes an acquisition-time effect determination process for performing a major role preliminary draw, a winning symbol provisional determination, and a variation information provisional determination based on various random numbers stored in the target storage unit in step S535-13 above. In this acquisition-time effect determination process, a look-ahead designation command indicating variation information determined when a newly stored hold is read is transmitted to the sub-control board 330. This acquisition-time effect determination process will be described later.
[0290] (Step S535-17) The main CPU 300a loads the counter values of the special symbol 1 hold ball number counter and the special symbol 2 hold ball number counter.
[0291] (Step S535-19) The main CPU 300a sets a special figure hold designation command in the transmission buffer based on the counter values loaded in step S535-17 above. Here, a special figure 1 hold designation command is set based on the counter value (special 1 hold number) of the special symbol 1 hold ball number counter, and a special figure 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball number counter. As a result, each time a special 1 hold or a special 2 hold is stored, the special 1 hold number and the special 2 hold number are transmitted to the sub-control board 330.
[0292] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0293] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 above and determines whether it is less than the normal electric accessory winning opening release control state described later. As a result, if it is determined that it is less than the normal electric accessory winning opening release control state, the process proceeds to step S535-25, and if it is determined that it is not less than the normal electric accessory winning opening release control state, the special symbol random number acquisition process is terminated.
[0294] (Step S535-25) The main CPU 300a determines whether there has been an abnormal winning, and if it determines that there has been an abnormal winning, it executes a start port abnormal winning error process that performs predetermined processing and ends the special symbol random number acquisition process (step S535).
[0295] FIG. 28 is a flowchart for explaining the acquisition-time effect determination process (step S536) in the main control board 300 according to the present embodiment.
[0296] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number determination table based on the set value being set. Specifically, it selects a corresponding jackpot determination random number determination table based on the current game state and the set value being set. Then, based on the selected table and the jackpot determination random number stored in the target storage unit in step S535-13, it performs a special symbol hit temporary determination process for temporarily determining any of jackpot, minor hit, and miss.
[0297] (Step S536-3) The main CPU 300a executes a special symbol temporary determination process for temporarily determining the special symbol. Here, if the result of the temporary big winning lottery in step S536-1 (the result derived by the special symbol hit temporary determination process) is a jackpot or a minor hit, it loads the hit symbol random number, winning type (whether it is a jackpot or a minor hit), and hold type stored in the target storage unit in step S535-13, selects a corresponding hit symbol random number determination table, extracts special symbol determination data, and saves the extracted special symbol determination data (the type of jackpot symbol or minor hit symbol). If the result of the temporary big winning lottery in step S536-1 is a miss, it saves predetermined miss special symbol determination data (the type of miss symbol).
[0298] (Step S536-5) The main CPU 300a sets a pre-reading symbol type designation command (pre-reading designation command) corresponding to the special symbol determination data saved in step S536-3 in the transmission buffer.
[0299] (Step S536-7) The main CPU 300a determines whether the result derived by the special symbol winning provisional determination process in the above step S536-1 is a big win or a small win. If it is determined to be a big win or a small win, the main CPU 300a proceeds to step S536-9, and if it is determined to be neither a big win nor a small win (a miss), the main CPU 300a proceeds to step S536-11.
[0300] (Step S536-9) The main CPU 300a sets the random number judgment table for determining the reach mode at the big win (see FIGS. 9(b) and 9(c)) or the random number judgment table for determining the reach mode at the small win (see FIGS. 9(d) and 9(e)), and moves the process to step S536-19.
[0301] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13.
[0302] (Step S536-13) The main CPU 300a determines whether the reach group determination random number loaded in step S536-11 above is a fixed value (8500 or greater). Here, the group type is determined by referring to a reach group determination random number determination table, and this reach group determination random number determination table is selected according to the stored number of reserved positions. At this time, the reach group determination random number is acquired from a range of 0 to 10006, and if the value of the reach group determination random number is 8500 or greater, the same reach group determination random number determination table is selected regardless of the number of reserved positions, and if the value of the reach group determination random number is less than 8500, a different reach group determination random number determination table is selected depending on the number of reserved positions. Hereinafter, among the reach group determination random numbers, values in the range of 0 to 8499, which select different reach group determination random number determination tables depending on the number of reserved positions, are referred to as indefinite values, and values in the range of 8500 to 10006, which select the same reach group determination random number determination table regardless of the number of reserved positions, are referred to as fixed values. If it is determined that the reach group determination random number loaded in step S536-11 above is a fixed value (8500 or more), processing proceeds to step S536-15, and if it is determined that the reach group determination random number loaded in step S536-11 above is not a fixed value (8500 or more), processing proceeds to step S536-27.
[0303] (Step S536-15) The main CPU 300a sets a reach group determination random number judgment table (see FIG. 8). Note that there are multiple types of reach group determination random number judgment tables provided depending on the number of reserved positions, but here, a table to be used when the number of reserved positions is 0 is selected. Then, a reach group (group type) is provisionally determined based on the set reach group determination random number judgment table and the reach group determination random number stored in the target memory unit in step S535-13 above.
[0304] (Step S536-17) The main CPU 300a sets the reach mode determination random number judgment table (see FIG. 9(a)) when losing, which corresponds to the group type provisionally determined in step S536-15, and moves the process to step S536-19.
[0305] (Step S536-19) The main CPU 300a provisionally determines a variation mode number based on the reach mode determination random number judgment table set in the above step S536-9 or step S536-17 and the reach mode determination random number stored in the target memory unit in the above step S535-13. Here, a variation pattern random number judgment table is provisionally determined together with the variation mode number.
[0306] (Step S536-21) The main CPU 300a sets in the transmission buffer a read-ahead designation variation mode command (read-ahead designation command) corresponding to the variation mode number provisionally determined in step S536-19.
[0307] (Step S536-23) The main CPU 300a provisionally determines a variation pattern number based on the variation pattern random number determination table provisionally determined in the above step S536-19 and the variation pattern random number stored in the target storage unit in the above step S535-13.
[0308] (Step S536-25) The main CPU 300a sets the look-ahead designated variation pattern command (look-ahead designation command) corresponding to the variation pattern number provisionally determined in the above step S536-23 in the transmission buffer, and ends the effect determination process at the time of acquisition.
[0309] (Step S536-27) The main CPU 300a sets an indefinite value command (pre-reading specified variable mode command and pre-reading specified variable pattern command = 7FH) indicating that for a reservation newly stored in the target storage unit, the group type, that is, the variable effect pattern changes according to the number of reservations when the reservation is read, in the transmission buffer, and ends the acquisition-time effect determination process.
[0310] FIG. 29 is a diagram for explaining a special game management phase according to the present embodiment. As already described, in the present embodiment, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122 and a normal game triggered by the passage of a game ball through the gate 124 (entry of a game ball into the general drawing operation port 125) proceed simultaneously in parallel. The processes related to the special game are executed step by step and repeatedly, but in the main control board 300, each process related to such a special game is managed by the special game management phase.
[0311] As shown in FIG. 29, the main ROM 300b stores a plurality of special game control modules for executing control of the special game, and a special game management phase is associated with each of these special game control modules. Specifically, when the special game management phase is "00H", a module for executing "special symbol variation waiting process" is called, when the special game management phase is "01H", a module for executing "special symbol variation in process" is called, when the special game management phase is "02H", a module for executing "special symbol stop symbol display process" is called, when the special game management phase is "03H" or "07H", a module for executing "big winning opening release pre-process" is called, when the special game management phase is "04H" or "08H", a module for executing "big winning opening release control process" is called, when the special game management phase is "05H" or "09H", a module for executing "big winning opening closing valid process" is called, and when the special game management phase is "06H" or "0AH", a module for executing "big winning opening end wait process" is called.
[0312] Figure 30 is a flowchart for explaining the special game management process (step S600) in the main control board 300.
[0313] (Step S600-1) The main CPU 300a loads the special game management phase.
[0314] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1.
[0315] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 to start the process.
[0316] (Step S600-7) The main CPU 300a loads the special game timer for managing the control time of the special game and ends the special game management process.
[0317] Figure 31 is a flowchart for explaining the special symbol variation waiting process in the main control board 300. This special symbol variation waiting process is executed when the special game management phase is "00H".
[0318] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 hold ball number counter, that is, the special hold number 2 (X2), is 1 or more. As a result, if it is determined that the special hold number 2 (X2) is 1 or more, the process moves to step S610-7, and if it is determined that the special hold number 2 (X2) is not 1 or more, the process moves to step S610-3.
[0319] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number (X1), is greater than or equal to 1. As a result, if it is determined that the special 1 reserved number (X1) is greater than or equal to 1, the process proceeds to step S610-7, and if it is determined that the special 1 reserved number (X1) is not greater than or equal to 1, the process proceeds to step S610-5.
[0320] (Step S610-5) The main CPU 300a sets the customer waiting designation command in the transmission buffer, executes customer waiting setting processing for setting the state to customer waiting, and ends the special symbol change waiting processing.
[0321] (Step S610-7) The main CPU300a transfers the special 2 reserve stored in the first to fourth storage units of the second special symbol reserve storage area, or the special 1 reserve stored in the first to fourth storage units of the first special symbol reserve storage area, to a storage unit with a smaller ordinal number by one. Specifically, in the above step S610-1, when it is determined that the number of special symbol 2 reserved balls is "1" or more, the special 2 reserve stored in the second to fourth storage units of the second special symbol reserve storage area is transferred to the first to third storage units. In addition, the main RAM300c is provided with a 0th storage unit to be processed, and the special 2 reserve stored in the 1st storage unit is block-transferred to the 0th storage unit. Also, in the above step S610-3, if it is determined that the number of reserved balls for special symbol 1 is "1" or more, the special symbol 1 reserved balls stored in the second to fourth memory units of the first special symbol reserved memory area are transferred to the first to third memory units, and the special symbol 1 reserved balls stored in the first memory unit are block-transferred to the 0th memory unit. In addition, in this special symbol memory area shift process, the counter value of the target special symbol reserved ball number counter corresponding to the reserved type transferred to the 0th memory unit is subtracted by "1", and a reserved reduction designation command indicating that the special symbol 1 reserved or special symbol 2 reserved has been subtracted by "1" is set in the transmission buffer.
[0322] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a lottery for a major role. This special symbol winning determination process will be described later.
[0323] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine a special symbol. Here, if the determination information (the result of the major role lottery) stored in step S611 is a big win or a small win, the win type (whether it is a big win or a small win) and the reserve type are loaded, and the corresponding winning symbol random number determination table is set. Then, the set winning symbol random number determination table is referenced, and special symbol determination data is extracted using the winning symbol random number transferred to the 0th storage unit, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. On the other hand, if the result of the major role lottery stored in step S611 is a loss, if the reserve type is special 1 reserve, special symbol X is saved as a losing symbol, and if the reserve type is special 2 reserve, special symbol Y is saved as a losing symbol. Here, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.
[0324] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-11. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately light up.
[0325] (Step S612) The main CPU 300a executes a special symbol variable number determination process for determining a variable mode number and a variable pattern number. The details of this special symbol variable number determination process will be described later.
[0326] (Step S610-15) The main CPU 300a loads the fluctuation mode number and fluctuation pattern number determined in step S612, and refers to the fluctuation time determination table to determine fluctuation time 1 and fluctuation time 2. Then, the total time of the determined fluctuation times 1 and 2 is set in the special symbol fluctuation timer.
[0327] (Step S610-17) The main CPU 300a performs a reserve area setting process for storing the game status when the big role lottery is executed in a game status buffer, etc. In addition, in this reserve area setting process, when the result of the big role lottery is a big win, game status information to be set after the big role game, the type of big win symbol (special symbol determination data), etc. are stored in the reserve area of the main RAM 300c.
[0328] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display symbol counter in order to start the variable display of special symbols in the first special symbol display device 160 or the second special symbol display device 162. A counter value is associated with each of the 7-segment segments constituting the first special symbol display device 160 and the second special symbol display device 162, and the segments corresponding to the counter value set in the special symbol display symbol counter are controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable display of the special symbol starts is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is provided separately as a special symbol 1 display symbol counter corresponding to the first special symbol display device 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display device 162, and here, a counter value is set in the counter corresponding to the hold type.
[0329] (Step S610-21) The main CPU 300a loads the counter values of the special symbol 1 hold ball counter and the special symbol 2 hold ball counter, and sets the special drawing hold designation command in the transmission buffer. Here, the special drawing 1 hold designation command is set based on the counter value (special 1 hold count) of the special symbol 1 hold ball counter, and the special drawing 2 hold designation command is set based on the counter value (special 2 hold count) of the special symbol 2 hold ball counter. Also, here, the special symbol winning order command corresponding to the winning order of the special 1 hold and the special 2 hold stored in the above step S610-7 is set in the transmission buffer. As a result, each time the special 1 hold or the special 2 hold is consumed, the special 1 hold count and the special 2 hold count, as well as the winning order of each of these holds, will be transmitted to the sub-control board 330.
[0330] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol variation waiting process.
[0331] FIG. 32 is a flowchart for explaining the above-described special symbol winning determination process (S611) according to the present embodiment.
[0332] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0333] (Step S611-3) The main CPU 300a loads the registered setting value in the setting value buffer.
[0334] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in the above step S611-3 is a value within the normal range. As a result, if it is determined that the value is within the normal range, the process proceeds to step S611-11, and if it is determined that the value is not within the normal range, the process proceeds to step S611-7.
[0335] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal status).
[0336] (Step S611-9) The main CPU 300a sets the setting abnormality state command (sub-command) in the transmission buffer and ends the special symbol winning determination process. When this setting abnormality state command is sent to the sub-control board 330, a notification that a setting abnormality has occurred is issued.
[0337] (Step S611-11) The main CPU 300a refers to the big win determination random number judgment table corresponding to the information loaded in steps S611-1 and S611-3, and sets the lower and upper limits for determining a big win or a small win.
[0338] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th storage unit with the above-mentioned lower limit value and upper limit value, and performs a determination process (big win lottery) to determine whether a big win or a small win has been won.
[0339] (Step S611-15) The main CPU 300a sets the result of the determination process in step S611-13 as determination information, and ends the special symbol winning determination process.
[0340] FIG. 33 is a flowchart illustrating the special symbol variable number determination process in the main control board 300 according to this embodiment.
[0341] (Step S612-1) The main CPU 300a determines whether the fluctuation pattern selection status flag is 01H or greater. If it is determined that the fluctuation pattern selection status flag is 01H or greater, the process proceeds to step S612-3. If it is determined that the fluctuation pattern selection status flag is not 01H or greater, the process proceeds to step S612-5.
[0342] Here, there are five types of fluctuation pattern selection state flags: 00H, 01H, 02H, 03H, and 04H. Each fluctuation pattern selection state flag indicates a fluctuation state, with 00H corresponding to the normal fluctuation state, 01H corresponding to the first fluctuation state, 02H corresponding to the second fluctuation state, 03H corresponding to the third fluctuation state, and 04H corresponding to the fourth fluctuation state. The fluctuation state determines which table (reach group determination random number determination table, reach mode determination random number determination table, or fluctuation pattern random number determination table) is selected.
[0343] In the first to fourth variation states, it is specified which table to select for each number of times (number of variations) of the pattern variation display in each variation state. Therefore, when the variation pattern selection state flag is 01H or more, the main CPU 300a selects a preset table based on both the variation pattern selection state flag and the number of variations, and determines the variation information by referring to the selected table. On the other hand, in the normal variation state, regardless of the number of variations, it determines the variation information by referring to the table corresponding to the game state being set.
[0344] (Step S612-3) The main CPU 300a increments the fluctuation counter, which counts the number of fluctuations in the current fluctuation state.
[0345] (Step S612-5) The main CPU 300a determines whether the result of the major role lottery in step S611 is a big win or a small win. If it is determined to be a big win or a small win, the process proceeds to step S612-7, and if it is determined to be neither a big win nor a small win (a miss), the process proceeds to step S612-11.
[0346] (Step S612-7) The main CPU 300a loads the variation pattern selection state flag.
[0347] (Step S612-9) When the variation pattern selection status flag loaded in the above step S612-7 is 01H or more, the main CPU300a sets a reach mode determination random number judgment table based on the variation pattern selection status flag and the counter value of the variation number counter. Also, when the variation pattern selection status flag loaded in the above step S612-7 is 00H, the main CPU300a sets a reach mode determination random number judgment table corresponding to the current game status and reserved type.
[0348] (Step S612-11) If the hold type of the read hold is special 2 hold, the main CPU 300a checks the counter value of the special pattern 2 hold ball number counter, and if the hold type of the read hold is special 1 hold, the main CPU 300a checks the counter value of the special pattern 1 hold ball number counter.
[0349] (Step S612-13) The main CPU 300a loads the variation pattern selection state flag.
[0350] (Step S612-15) If the variation pattern selection status flag loaded in step S612-13 is 01H or higher, the main CPU 300a sets a reach group determination random number judgment table based on the variation pattern selection status flag, the counter value of the variation count counter, the hold type, and the number of holds confirmed in step S612-11. On the other hand, if the variation pattern selection status flag loaded in step S612-13 is 00H, the main CPU 300a sets a corresponding reach group determination random number judgment table based on the current game state, the number of holds confirmed in step S612-11, and the hold type. Then, the reach group (group type) is determined based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th memory unit in step S610-7.
[0351] (Step S612-17) The main CPU 300a sets a losing reach mode determination random number determination table corresponding to the group type determined in the above step S612-15.
[0352] (Step S612-19) The main CPU 300a determines a variation mode number based on the reach mode determination random number determination table set in the above step S612-9 or the above step S612-17 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Also, here, a variation pattern random number determination table is determined together with the variation mode number.
[0353] (Step S612-21) The main CPU 300a sets a variation mode command corresponding to the variation mode number determined in the above step S612-19 in the transmission buffer.
[0354] (Step S612-23) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in the above step S612-19 and the variation pattern random number transferred to the 0th storage unit in the above step S610-7.
[0355] (Step S612-25) The main CPU 300a sets a variation pattern command corresponding to the variation pattern number determined in the above step S612-23 in the transmission buffer and ends the special symbol variation number determination process.
[0356] FIG. 34 is a flowchart for explaining the special symbol variation process in the main control board 300 according to the present embodiment. This special symbol variation process is executed when the special game management phase is "01H".
[0357] (Step S620-1) The main CPU 300a executes a process to update the special symbol variation base counter. The counter value of the special symbol variation base counter is set so that it completes one cycle in a predetermined cycle (for example, 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0358] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 is 0. If the counter value is 0, the process proceeds to step S620-5. If the counter value is not 0, the process proceeds to step S620-9.
[0359] (Step S620-5) The main CPU 300a performs a special symbol fluctuation timer update process to subtract a predetermined value from the timer value of the special symbol fluctuation timer set in step S610-15.
[0360] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol fluctuation timer updated in step S620-5 is 0. If the timer value is 0, the process proceeds to step S620-15. If the timer value is not 0, the process proceeds to step S620-9.
[0361] (Step S620-9) The main CPU 300a updates the special symbol display timer that measures the lighting time of each of the 7-segment displays that make up the first special symbol display device 160 and the second special symbol display device 162. Specifically, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0362] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0". As a result, if it is determined that the timer value of the special symbol display timer is "0", the process proceeds to step S620-13, and if it is determined that the timer value of the special symbol display timer is not "0", the current special symbol variation process ends.
[0363] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated, and ends the current special symbol variation process. As a result, each segment constituting the 7-segment will be sequentially lit at predetermined intervals.
[0364] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0365] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 in the target special symbol display symbol counter. As a result, the determined special symbol will be stopped and displayed on the first special symbol display 160 or the second special symbol display 162.
[0366] (Step S620-19) The main CPU 300a sets a special symbol stop designation command indicating that a special symbol has been stopped and displayed on the first special symbol display 160 or the second special symbol display 162 in the transmission buffer.
[0367] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for stopping the display of the special symbol, in the special game timer, and ends the current special symbol variation process.
[0368] 35 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to this embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0369] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the special symbol stop symbol display process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S630-3.
[0370] (Step S630-3) The main CPU 300a checks the result of the big role lottery.
[0371] (Step S630-5) The main CPU 300a determines whether the result of the big win lottery is a jackpot. If it is determined to be a jackpot, the process proceeds to step S630-19. If it is determined not to be a jackpot, the process proceeds to step S630-7.
[0372] (Step S630-7) The main CPU 300a executes a count-off management process. Here, the special symbol probability state flag is loaded to check whether the current gaming state is a low-probability gaming state or a high-probability gaming state. If the gaming state is a high-probability gaming state, the counter value of the high-probability count-off counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the high-probability count-off counter, the special symbol probability state flag corresponding to the low-probability gaming state is set. As a result, in a high-probability gaming state, when a special symbol is confirmed a predetermined number of times without winning a jackpot, the gaming state transitions to a low-probability gaming state.
[0373] In addition, a time-saving state flag for identifying whether the game state is a non-time-saving state or a time-saving state is loaded, and it is confirmed whether the current game state is a non-time-saving state or a time-saving state. If the game state is a time-saving state, the counter value of the time-saving count counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the time-saving count counter, a time-saving state flag corresponding to the non-time-saving state is set. As a result, in the time-saving state, when a special symbol is confirmed a predetermined number of times without winning a jackpot, the game state transitions to a non-time-saving state.
[0374] (Step S631) The main CPU 300a performs a variable state update process to update the variable state, which will be described later with reference to FIG.
[0375] (Step S630-11) The main CPU 300a sets a game state confirmation designation command at the time of special symbol determination, which indicates the game state when the special symbol is determined, in a transmission buffer.
[0376] (Step S630-13) The main CPU 300a sets a count command for transmitting the high probability count and the time reduction count updated in the above step S630-7 to the sub-control board 330 in the transmission buffer.
[0377] (Step S630-15) The main CPU 300a determines whether the result of the big role lottery is a small win. If it is determined to be a small win, the process proceeds to step S630-21. If it is determined not to be a small win, the process proceeds to step S630-17.
[0378] (Step S630-17) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. As a result, the special game management process based on the hold of 1 ends, and if a special hold 1 or special hold 2 is stored, a process for starting the variable display of the special symbol based on the next hold will be performed.
[0379] (Step S630-19) The main CPU 300a resets (sets) the game state to the low-probability game state and the non-time-limited game state, which are the initial states.
[0380] (Step S630-21) The main CPU 300a sets the data of the special electric accessory operation ram set table according to the determined type of the special symbol.
[0381] (Step S630-23) The main CPU 300a performs a special electric accessory maximum operation times setting process. Specifically, referring to the data set in step S630-21 above, a predetermined number (the counter value corresponding to the type of the special symbol = the number of rounds) is set as the counter value in the special electric accessory maximum operation times counter. Note that this special electric accessory maximum operation times counter indicates the number of rounds executable in the big winning game that will start from now. On the other hand, a special electric accessory consecutive operation times counter is provided in the main RAM 300c, and at the start of each round game, the current round game number is managed by adding "1" to the counter value of the special electric accessory consecutive operation times counter. Here, along with the start of the big winning game, a process of resetting (updating to "0") the counter value of this special electric accessory consecutive operation times counter is also executed.
[0382] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 above and saves a predetermined opening time as the timer value in the special game timer.
[0383] (Step S630-27) The main CPU 300a sets an opening designation command for transmitting the start of a major winning game or a minor winning game to the sub-control board 330 in the transmission buffer. Note that this opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in step S630-25 is set in the transmission buffer.
[0384] (Step S630-29) When the result of the major winning lottery confirmed in step S630-3 above is a big win, the main CPU 300a updates the special game management phase to "07H", and when it is a minor win, the main CPU 300a updates the special game management phase to "03H" and ends the special symbol stop symbol display process. As a result, a major winning game or a minor winning game will be started.
[0385] FIG. 36 is a flowchart for explaining the variation state update process in the main control board 300 according to the present embodiment.
[0386] (Step S631-1) The main CPU 300a determines whether the variation pattern selection state flag is 01H or more. As a result, if it is determined that the variation pattern selection state flag is 01H or more, the process proceeds to step S631-3, and if it is determined that the variation pattern selection state flag is not 01H or more, the process proceeds to step S631-9.
[0387] (Step S631-3) The main CPU 300a determines whether the number of variations has reached the specified number. As a result, if it is determined that the number of variations has reached the specified number, the process proceeds to step S631-5, and if it is determined that the number of variations has not reached the specified number, the process proceeds to step S631-9.
[0388] (Step S631-5) The main CPU 300a resets (to 0) the counter value (number of variations) of the variation count counter.
[0389] (Step S631-7) The main CPU 300a updates the variation pattern selection status flag to 00H.
[0390] (Step S631-9) The main CPU 300a loads the fluctuation pattern selection state flag, sets a fluctuation state designation command corresponding to the loaded fluctuation pattern selection state flag, and ends the fluctuation state update process.
[0391] 37 is a flowchart illustrating the process before the opening of the special prize opening in the main control board 300 according to this embodiment. This process before the opening of the special prize opening is executed when the special game management phase is "03H" or "07H."
[0392] (Step S640-1) The main CPU 300a judges whether the timer value of the special game timer is not "0." If it is judged that the timer value of the special game timer is not "0," the main CPU 300a ends the pre-opening process of the special winning port, and if it is judged that the timer value of the special game timer is "0," the process proceeds to step S640-3.
[0393] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation number counter to a value obtained by adding "1" to the current counter value.
[0394] (Step S640-5) The main CPU 300a sets in the transmission buffer a special prize opening designation command for transmitting to the sub-control board 330 the start of opening of the first special prize opening 126 and the second special prize opening 128 (start of a round game).
[0395] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0396] (Step S640-7) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H"), and ends the pre-opening process for the big prize opening.
[0397] FIG. 38 is a flowchart illustrating the process of switching between opening and closing the big prize opening in the main control board 300 according to this embodiment.
[0398] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching number counter is the upper limit value of the special electric accessory opening / closing switching number (the number of times the first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of play). If it is judged that the counter value is the upper limit value, the main CPU 300a ends the large prize opening opening / closing switching process, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641-3.
[0399] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, as well as timer data which is the energization time or de-energization time of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.
[0400] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a starts energizing the first large winning port solenoid 126c or the second large winning port solenoid 128c, or executes a large winning port solenoid energization control process for stopping the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c. By executing this large winning port solenoid energization control process, in steps S400-31 and S400-33 above, the energization start or stop of the first large winning port solenoid 126c or the second large winning port solenoid 128c is controlled.
[0401] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 above to the special game timer. Note that the timer value saved to the special game timer here is the maximum opening time for one time of the first large winning port 126 and the second large winning port 128.
[0402] (Step S641-9) The main CPU 300a determines whether it is in the energization start state of the first large winning port solenoid 126c or the second large winning port solenoid 128c, that is, whether the control process for starting the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c was performed in step S641-5 above. As a result, if it is determined that it is in the energization start state, the process proceeds to step S641-11, and if it is determined that it is not in the energization start state, the large winning port opening / closing switching process ends.
[0403] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory opening / closing switching counter to the value obtained by adding "1" to the current counter value, and ends the large winning port opening / closing switching process.
[0404] FIG. 39 is a flowchart for explaining the big winning opening control process in the main control board 300 according to the present embodiment. This big winning opening control process is executed when the special game management phase is "04H" or "08H".
[0405] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the process proceeds to step S650-5, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S650-3.
[0406] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching count counter is the upper limit value of the special electric accessory opening / closing switching count. As a result, if it is determined that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641.
[0407] (Step S641) In step S650-3 above, if it is determined that the counter value of the special electric accessory opening / closing switching count counter is not the upper limit value of the special electric accessory opening / closing switching count, the main CPU 300a executes the process of step S641.
[0408] (Step S650-5) The main CPU 300a determines whether the counter value of the big winning opening winning ball count counter updated in step S500-9 has reached the specified number, that is, whether the same number of game balls as the maximum number of winning balls in one round have not entered the first big winning opening 126 or the second big winning opening 128. As a result, if it is determined that the specified number has not been reached, the big winning opening control process ends, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0409] (Step S650-7) The main CPU 300a stops the energization of the first major prize opening solenoid 126c and the second major prize opening solenoid 128c and executes the major prize opening closing process required to close the first major prize opening 126 and the second major prize opening 128. As a result, the first major prize opening 126 and the second major prize opening 128 are closed.
[0410] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.
[0411] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("05H" or "09H").
[0412] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the first special prize opening 126 and the second special prize opening 128 have been closed in the transmission buffer, and ends the special prize opening opening control process.
[0413] 40 is a flowchart illustrating the special prize opening closure validity process in the main control board 300 according to this embodiment. This special prize opening closure validity process is executed when the special game management phase is "05H" or "09H."
[0414] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a terminates the special prize opening closure validity process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S660-3.
[0415] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric accessory continuous operation counter matches the counter value of the special electric accessory maximum operation counter, that is, whether the round games of the preset number of times have ended. As a result, if it is determined that the counter value of the special electric accessory continuous operation counter matches the counter value of the special electric accessory maximum operation counter, the process proceeds to step S660-9, and if it is determined that they do not match, the process proceeds to step S660-5.
[0416] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". When the special game management phase is "05H", that is, during the control of the small win game, since the number of round games of the small win game is "1", it is always determined as YES in step S660-3 above, and the process does not transfer to this step.
[0417] (Step S660-7) The main CPU 300a saves the predetermined big winning port closing time in the special game timer and ends the big winning port closing valid process. As a result, the next round game will be started.
[0418] (Step S660-9) The main CPU 300a executes an ending time setting process of saving the ending time in the special game timer.
[0419] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0420] (Step S660-13) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer and ends the big winning port closing valid process.
[0421] 41 is a flowchart illustrating the special prize gate end wait process in the main control board 300 according to this embodiment. This special prize gate end wait process is executed when the special game management phase is "06H" or "0AH".
[0422] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the large prize winning port end wait process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S670-3.
[0423] (Step S670-3) The main CPU 300a executes a state setting process to set the game state after the big win game ends. Here, the game state after the big win game ends is set based on the jackpot symbol that triggered the execution of the big win game. Specifically, if the jackpot symbol that triggered the execution of the big win game is special symbol B or C, the game state is set to a high probability game state and a time-saving game state, and the number of high probability and time-saving times is set to 10,000. Also, if the jackpot symbol that triggered the execution of the big win game is special symbol A, the game state is set to a low probability game state and a time-saving game state, and the number of time-saving times is set to 100.
[0424] In addition, here, a process is also performed to set the fluctuation pattern selection state flag and the number of fluctuations in order to set the fluctuation state after the end of the big win game or the small win game, based on the big win pattern that triggered the execution of the big win game or the small win pattern that triggered the execution of the small win game.
[0425] (Step S670-5) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state to be set after the big win game ends.
[0426] (Step S670-7) The main CPU 300a sets in the transmission buffer a count specification command corresponding to the high-accuracy count and the time-saving count saved in step S670-3 above.
[0427] (Step S670-9) The main CPU 300a sets in the transmission buffer a variation state specification command for transmitting the variation state set after the end of the big role game or the small win game.
[0428] (Step S670-11) The main CPU 300a updates the special game management phase to "00H" and ends the big winning opening end wait process. As a result, when a special 1 reservation or a special 2 reservation is stored, the variable display of the special symbol is restarted.
[0429] FIG. 42 is a diagram for explaining the normal game management phase according to the present embodiment. As already described, in the present embodiment, the processes related to the normal game triggered by the passage of the game ball through the gate 124 (the entry of the game ball into the normal operation port 125) are executed step by step and repeatedly. However, in the main control board 300, each process related to such a normal game is managed by the normal game management phase.
[0430] As shown in FIG. 42, the main ROM 300b stores a plurality of normal game control modules for executing and controlling normal games, and a normal game management phase is associated with each of these normal game control modules. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol variation waiting process" is called; when the normal game management phase is "01H", a module for executing "normal symbol variation in process" is called; when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display process" is called; when the normal game management phase is "03H", a module for executing "normal electric accessory winning opening pre-opening process" is called; when the normal game management phase is "04H", a module for executing "normal electric accessory winning opening opening control process" is called; when the normal game management phase is "05H", a module for executing "normal electric accessory winning opening closing valid process" is called; and when the normal game management phase is "06H", a module for executing "normal electric accessory winning opening end wait process" is called.
[0431] FIG. 43 is a flowchart for explaining the normal game management process (step S700) in the main control board 300 according to the present embodiment.
[0432] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0433] (Step S700-3) The main CPU 300a selects a normal game control module corresponding to the normal game management phase loaded in step S700-1.
[0434] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts the process.
[0435] (Step S700-7) The main CPU 300a loads a normal game timer for managing the control time of normal games.
[0436] FIG. 44 is a flowchart for explaining the normal symbol variation waiting process in the main control board 300 according to the present embodiment. This normal symbol variation waiting process is executed when the normal game management phase is "00H".
[0437] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol hold ball number counter and determines whether the counter value is "0", that is, whether the normal symbol hold is "0". As a result, if it is determined that the counter value is "0", the normal symbol variation waiting process is terminated, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.
[0438] (Step S710-3) The main CPU 300a block-transfers the normal symbol holds (winning determination random numbers) stored in the first to fourth storage units of the normal symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, the normal symbol holds stored in the second to fourth storage units are transferred to the first to third storage units. In addition, a processing target 0th storage unit is provided in the main RAM 300c, and the normal symbol hold stored in the first storage unit is transferred to the 0th storage unit. In this normal symbol storage area shift process, the counter value of the normal symbol hold ball number counter is decremented by "1", and a normal symbol hold decrement designation command indicating that the normal symbol hold has been decremented by "1" is set in the transmission buffer.
[0439] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th storage unit, selects a winning determination random number determination table corresponding to the current game state, performs a normal symbol lottery, and executes a normal symbol winning determination process for storing the lottery result.
[0440] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the general drawing lottery in step S710-5 above. In this embodiment, the normal symbol display 168 is composed of one LED lamp. When it is a winning case, the normal symbol display 168 is turned on, and when it is a losing case, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether the normal symbol display 168 will finally be turned on or not. For example, when winning, "0" is determined as the normal symbol stop symbol number, and when losing, "1" is determined as the normal symbol stop symbol number.
[0441] (Step S710-9) The main CPU 300a checks the current gaming state, selects and sets the corresponding normal symbol variation time data table.
[0442] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning determination random number transferred to the 0th storage unit in step S710-3 above and the normal symbol variation time data table set in step S710-9 above.
[0443] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 in the normal game timer.
[0444] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display symbol counter in the normal symbol display 168 in order to start the variation display of the normal symbol. When, for example, "0" is set as the counter value in this normal symbol display symbol counter, the normal symbol display 168 is controlled to be turned on, and when "1" is set as the counter value, the normal symbol display 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter at the start of the variation display of the normal symbol.
[0445] (Step S710-17) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer.
[0446] (Step S710-19) The main CPU 300a sets the normal pattern designation command in the transmission buffer based on the normal pattern stop pattern number determined in step S710-7 above, i.e., the pattern type (winning pattern or losing pattern) determined by the normal pattern winning determination process.
[0447] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0448] 45 is a flowchart illustrating the normal symbol variation process in the main control board 300 according to this embodiment. This normal symbol variation process is executed when the normal game management phase is "01H".
[0449] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 is 0. If the timer value is 0, the process proceeds to step S720-9. If the timer value is not 0, the process proceeds to step S720-3.
[0450] (Step S720-3) The main CPU 300a updates the normal symbol display timer that measures the lighting time and extinguishing time of the normal symbol display device 168. Specifically, if the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0451] (Step S720-5) The main CPU 300a determines whether the timer value of the normal symbol display timer is "0". As a result, if it is determined that the timer value of the normal symbol display timer is "0", the process proceeds to step S720-7, and if it is determined that the timer value of the normal symbol display timer is not "0", the normal symbol variable process is terminated.
[0452] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display symbol counter. Here, if the counter value of the normal symbol display symbol counter is a counter value indicating that the normal symbol display 168 is turned off, it is updated to a counter value indicating that it is turned on, and if it is a counter value indicating that the normal symbol display 168 is turned on, it is updated to a counter value indicating that it is turned off, and the normal symbol variation processing is terminated. As a result, the normal symbol display 168 will repeatedly turn on and off (flash) at predetermined time intervals over the normal symbol variation time.
[0453] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally turned on or off, and the result of the normal symbol lottery is announced.
[0454] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time for stopping and displaying the normal symbol, in the normal game timer.
[0455] (Step S720-13) The main CPU 300a sets a normal symbol stop command, which indicates that the stop display of the normal symbol has started, in the transmission buffer.
[0456] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0457] FIG. 46 is a flowchart for explaining the normal symbol stop symbol display process on the main control board 300 according to this embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0458] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the normal symbol stop symbol display process is terminated. If it is determined that the timer value of the normal game timer is "0", the process proceeds to step S730-3.
[0459] (Step S730-3) The main CPU 300a checks the result of the normal symbol lottery.
[0460] (Step S730-5) The main CPU 300a determines whether the result of the normal symbol lottery is a win. As a result, if it is determined that it is a win, the process proceeds to step S730-9. If it is determined that it is not a win (a loss), the process proceeds to step S730-7.
[0461] (Step S730-7) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal symbol stop symbol display process. As a result, the normal game management process based on one normal symbol hold is completed. If a normal symbol hold is stored, the process for starting the variable display of the normal symbol based on the next hold will be performed.
[0462] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before general power release as the timer value in the normal game timer.
[0463] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. As a result, the opening / closing control of the second start port 122 is started.
[0464] Figure 47 is a flowchart for explaining the pre-opening process of the normal electric accessory winning port on the main control board 300 according to the present embodiment. This pre-opening process of the normal electric accessory winning port is executed when the normal game management phase is "03H".
[0465] (Step S740-1) The main CPU 300a determines whether the timer value of the normal game timer is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the pre-opening process of the normal electric accessory winning port is ended, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S741.
[0466] (Step S741) The main CPU 300a executes the opening / closing switching process of the normal electric accessory winning port. The opening / closing switching process of the normal electric accessory winning port will be described later.
[0467] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the pre-opening process of the normal electric accessory winning port.
[0468] Figure 48 is a flowchart for explaining the opening / closing switching process of the normal electric accessory winning port on the main control board 300 according to the present embodiment.
[0469] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric accessory opening / closing switching counter is the upper limit value of the normal electric accessory opening / closing switching times (the number of opening / closing times of the movable piece 122b during one opening / closing control). As a result, if it is determined that the counter value is the upper limit value, the opening / closing switching process of the normal electric accessory winning port is ended, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741-3.
[0470] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table, and based on the counter value of the normal electric accessory opening / closing switching counter, extracts solenoid control data (energization control data or energization stop control data) for controlling the energization of the normal electric accessory solenoid 122c, and timer data that is the energization time (solenoid energization time) or energization stop time (normal power closing effective time = rest time) of the normal electric accessory solenoid 122c.
[0471] (Step S741-5) Based on the solenoid control data extracted in step S741-3 above, the main CPU 300a starts the energization of the normal electric accessory solenoid 122c or executes a normal electric accessory solenoid energization control process for stopping the energization of the normal electric accessory solenoid 122c. By executing this normal electric accessory solenoid energization control process, in steps S400-31 and S400-33 above, the control of starting or stopping the energization of the normal electric accessory solenoid 122c is performed.
[0472] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 above to the normal game timer. Note that the timer value saved to the normal game timer here is the maximum opening time for one time of the second start port 122.
[0473] (Step S741-9) The main CPU 300a determines whether it is in the energization start state of the normal electric accessory solenoid 122c, that is, whether a control process for starting the energization of the normal electric accessory solenoid 122c was performed in step S741-5 above. As a result, if it is determined that it is in the energization start state, the process proceeds to step S741-11, and if it is determined that it is not in the energization start state, the normal electric accessory winning port opening / closing switching process ends.
[0474] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching number counter to a value obtained by adding "1" to the current counter value.
[0475] 49 is a flowchart illustrating the normal electric device winning opening control process in the main control board 300 according to this embodiment. This normal electric device winning opening control process is executed when the normal game management phase is "04H".
[0476] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is 0. If it is determined that the timer value of the normal game timer is not 0, the process proceeds to step S750-5. If it is determined that the timer value of the normal game timer is 0, the process proceeds to step S750-3.
[0477] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric accessory opening / closing switching counter is the upper limit value of the normal electric accessory opening / closing switching number. If it is determined that the counter value is the upper limit value, the process proceeds to step S750-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741.
[0478] (Step S741) In the above step S750-3, if it is determined that the counter value of the normal electric role opening / closing switching number counter is not the upper limit value of the normal electric role opening / closing switching number, the main CPU 300a executes the processing of the above step S741.
[0479] (Step S750-5) The main CPU 300a determines whether the counter value of the general electric accessory winning ball counter updated in step S530-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls possible during one opening / closing control have entered the second start port 122. As a result, if it is determined that the specified number has not been reached, the general electric accessory winning port opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.
[0480] (Step S750-7) The main CPU 300a executes a general electric accessory closing process necessary to stop energization of the general electric accessory solenoid 122c and close the second start port 122. Thereby, the second start port 122 becomes a closed state.
[0481] (Step S750-9) The main CPU 300a saves the general game effective state time to the general game timer.
[0482] (Step S750-11) The main CPU 300a updates the general game management phase to "05H" and ends the general electric accessory winning port opening control process.
[0483] FIG. 50 is a flowchart for explaining the general electric accessory winning port closing effective process in the main control board 300 according to the present embodiment. This general electric accessory winning port closing effective process is executed when the general game management phase is "05H".
[0484] (Step S760-1) The main CPU 300a determines whether the timer value of the general game timer saved in step S750-9 is not "0". As a result, if it is determined that the timer value of the general game timer is not "0", the general electric accessory winning port closing effective process is terminated, and if it is determined that the timer value of the general game timer is "0", the process proceeds to step S760-3.
[0485] (Step S760-3) The main CPU 300a saves the general power-off wait time to the general game timer.
[0486] (Step S760-5) The main CPU 300a updates the general game management phase to "06H" and ends the closing valid process of the general electric accessory winning port.
[0487] FIG. 51 is a flowchart for explaining the end wait process of the general electric accessory winning port in the main control board 300 according to the present embodiment. This end wait process of the general electric accessory winning port is executed when the general game management phase is "06H".
[0488] (Step S770-1) The main CPU 300a determines whether the timer value of the general game timer saved in step S760-3 is not "0". As a result, if it is determined that the timer value of the general game timer is not "0", the end wait process of the general electric accessory winning port is ended, and if it is determined that the timer value of the general game timer is "0", the process moves to step S770-3.
[0489] (Step S770-3) The main CPU 300a updates the general game management phase to "00H" and ends the end wait process of the general electric accessory winning port. As a result, when the general drawing hold is stored, the variable display of the general symbol is restarted.
[0490] As described above, various processes are executed in the main control board 300, so that special games and general games proceed. During the progress of such games, control for executing various effects is performed in the sub-control board 330 based on commands transmitted from the main control board 300. An example of the effect will be described below.
[0491] 52 is a diagram illustrating an example of a variation effect of a no-reach variation pattern according to this embodiment. As described above, when a major role lottery is performed on the main control board 300, a variation effect is executed to notify the result of the major role lottery while the special symbol is being displayed, that is, over the time the special symbol is being displayed. In this variation effect, various background images are displayed on the main performance display unit 200a, and the performance symbols 210a, 210b, and 210c are displayed superimposed on these background images. During the variation effect, sound is output from the audio output device 206 in accordance with the image displayed on the main performance display unit 200a, the performance lighting device 204 is controlled to light up, and the performance role device 202 is controlled to move, but detailed explanations will be omitted here.
[0492] The variable effects according to this embodiment are broadly divided into a no-reach variable pattern and a reach variable pattern. In the variable effect of the no-reach variable pattern, a background image (not shown) is displayed on the main effect display unit 200a, and the effect symbols 210a, 210b, and 210c are superimposed on this background image and displayed. For example, as shown in FIG. 52(a), the effect symbols 210a, 210b, and 210c are displayed stationary in a combination indicating that the big role lottery result was a miss. In this state, when a new special symbol is displayed, as the variable display of the special symbol begins, the three effect symbols 210a, 210b, and 210c begin to display (scroll) as shown in FIG. 52(b). Note that the downward white arrow in the figure indicates that the effect symbols 210a, 210b, and 210c are displayed scrolling vertically.
[0493] Then, as shown in Fig. 52(c), first, the effect symbol 210a is stopped and displayed, and then, as shown in Fig. 52(d), the effect symbol 210c, which is different from the effect symbol 210a, is stopped and displayed. Then, after the variable display of the special symbol has finished, at almost the same timing as the special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, the effect symbol 210b is stopped and displayed, as shown in Fig. 52(e), and the result of the big role lottery is notified to the player by the final stopped display mode of the three effect symbols 210a, 210b, and 210c at this time.
[0494] Figure 53 is a diagram illustrating an example of the variation effect of a normal reach variation pattern according to this embodiment. In this embodiment, the reach variation pattern is roughly divided into a normal reach variation pattern, an advanced reach variation pattern, and a pseudo-continuous reach variation pattern. In the variation effect of the normal reach variation pattern, similar to the variation effect of the no-reach variation pattern, the variation display of the effect symbols 210a, 210b, and 210c begins with the start of the variation display of the special symbol, and as shown in Figure 53(a), the effect symbol 210a is first stopped and displayed. After that, as shown in Figure 53(b), the effect symbol 210c, which is the same as the effect symbol 210a, is stopped and displayed.
[0495] In this way, when the main effect display unit 200a displays the same effect symbols 210a and 210c in a stopped state, as shown in FIG. 53(c), the word "reach" is displayed superimposed on the effect symbols 210a and 210c in the main effect display unit 200a. Note that there are multiple types of reach states, and the same effect symbols 210a and 210c with any of the numbers "1" to "9" written on them are stopped and displayed. Thereafter, as shown in FIG. 53(d), the shapes of the effect symbols 210a and 210c are changed from those before the reach state, and the variable display continues. Then, as shown in FIG. 53(e), finally, an effect symbol 210b different from the effect symbols 210a and 210c is stopped and displayed, and the player is notified that the result of the big role lottery was a loss.
[0496] FIG. 54 is a diagram illustrating an example of the variation effect of the advanced reach variation pattern at the time of a loss according to this embodiment, and FIG. 55 is a diagram illustrating an example of the variation effect of the advanced reach variation pattern at the time of a jackpot according to this embodiment. As shown in FIGS. 54(a)-(d) and 55(a)-(d), the variation effect of the advanced reach variation pattern is similar to the variation effect of the normal reach variation pattern. In the main effect display unit 200a, the effect symbols 210a and 210c are displayed in a reach mode, and then a reach variation effect is executed in which a predetermined development image (video) is played and displayed. In this reach variation effect, for example, as shown in FIGS. 54(e) and 55(e), a mission is displayed on the main effect display unit 200a, and images for accomplishing the mission are displayed as shown in FIGS. 54(f), (g) and 55(f), (g).
[0497] Here, the development images for reach development effects are roughly divided into a loss pattern and a jackpot pattern, and in the development image for a loss pattern, an image indicating failure of the mission is finally displayed as shown in Fig. 54(h), and then, as shown in Fig. 54(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a loss. On the other hand, in the development image for a jackpot pattern, an image indicating success of the mission is finally displayed as shown in Fig. 55(h), and then, as shown in Fig. 55(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a jackpot.
[0498] The reach development effects include, for example, mission effects in which development images showing the content of a mission being taken on are displayed, and battle effects in which development images showing an ally character fighting an enemy character are displayed, as described above. The mission effects have a plurality of execution patterns that differ in the content of the mission, and the battle effects have a plurality of execution patterns that differ in the characters that appear and the fighting methods. As described above, the execution patterns of the mission effects are broadly divided into jackpot patterns in which the mission is accomplished and failure patterns in which the mission is failed, and the execution patterns of the battle effects are similarly broadly divided into jackpot patterns in which the ally character wins against the enemy character and failure patterns in which the ally character is defeated by the enemy character.
[0499] The big win pattern and the losing pattern are composed of the same content until the end of the performance, and differ in whether the ally character ultimately wins or loses, or whether the mission is accomplished or not. Therefore, during the reach development performance, the player cannot distinguish the result of the big role lottery until the end of the variable performance, and the player is given a sense of expectation of a big win.
[0500] The big win pattern is selected only when the result of the big win lottery is a big win, and the miss pattern is selected only when the result of the big win lottery is a miss. However, in one variable performance, the reach development performance may be executed twice, in which case the first reach development performance is executed as a miss pattern, and the second reach development performance is executed as a miss pattern or a big win pattern. Below, we will explain the flow of the performance when the reach development performance is executed twice in one variable performance.
[0501] Figure 56 is a diagram illustrating an example of a variable effect when the reach development effect according to this embodiment is executed twice. For example, after the effect symbols 210a and 210c are displayed in a reach mode, a mission effect is executed as shown in Figures 56(a) and (b). Up to this point, there is no difference from when the reach development effect is executed only once in one variable effect, but immediately after it is notified that the mission has not been achieved, "REACH UP" is displayed on the main effect display section 200a as shown in Figure 56(c).
[0502] After that, as shown in Fig. 56(d), a development image for a battle effect is displayed on the main effect display unit 200a, and a second reach development effect is started. This development image for a battle effect shows a battle between an ally character and an enemy character, and when a jackpot is won, as shown in Fig. 56(e), the ally character ultimately wins over the enemy character, and as shown in Fig. 56(f), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates a jackpot. On the other hand, when a loss occurs, as shown in Fig. 56(g), the ally character ultimately loses to the enemy character, and as shown in Fig. 56(h), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates a loss.
[0503] Figure 57 is a diagram illustrating an example of the variation effect of the pseudo-continuous reach variation pattern according to this embodiment. As shown in Figure 57(a), when the variation display of the performance symbols 210a, 210b, and 210c starts, the performance symbols 210a, 210b, and 210c are temporarily stopped and displayed in one of a plurality of types of pseudo patterns provided in advance, as shown in Figure 57(b). This pseudo pattern is, for example, a temporary stop display of the same performance symbols 210a and 210b and a performance symbol 210c with a number "2" larger than these performance symbols 210a and 210b.
[0504] When the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in a pseudo mode, as shown in FIG. 57(c), the variable display of the effect symbols 210a, 210b, and 210c is restarted. That is to say, the pseudo mode can be said to indicate the re-variable display of the effect symbols 210a, 210b, and 210c. After that, as shown in FIG. 57(d), the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in the pseudo mode again.
[0505] Then, as shown in FIG. 57(e), when the variable display of the effect symbols 210a, 210b, and 210c is restarted, as shown in FIG. 57(f), the effect symbols 210a and 210c are displayed in a reach mode. Thereafter, as shown in FIGS. 57(g) to (i), a reach development effect similar to the development reach variable pattern is executed, and the result of the big role lottery is notified to the player.
[0506] In this way, in the variable effect of the pseudo continuous reach variable pattern, the content until the effect symbols 210a and 210c become the reach mode is different from the variable effect of the development reach variable pattern. After becoming the reach mode, the variable effect proceeds in the same manner as the development reach variable pattern.
[0507] In the pseudo continuous reach variable pattern, a plurality of variable display patterns of the effect symbols 210a, 210b, and 210c until they become the reach mode are provided. For each variable display pattern, the number of times of the temporary stop display of the effect symbols 210a, 210b, and 210c, in other words, the number of times of the variable display of the effect symbols 210a, 210b, and 210c is different. This variable display pattern is determined by a variable mode command. The selection ratio of the variable mode command at the time of a big win and a loss is set so that the possibility of finally notifying a big win (hereinafter referred to as "reliability") increases as the number of times of the temporary stop display (variable display) of the effect symbols 210a, 210b, and 210c increases.
[0508] Specifically, if the result of the big role lottery is a big win, the selection ratio of the variable mode command with a large number of variable display times is set higher than the selection ratio of the variable mode command with a small number of variable display times, and if the result of the big role lottery is a loss, the selection ratio of the variable mode command with a small number of variable display times is set higher than the selection ratio of the variable mode command with a large number of variable display times.
[0509] Furthermore, in the main control board 300, the reliability of the pseudo-continuous reach fluctuation pattern is set to be higher than the reliability of the extended reach fluctuation pattern. Therefore, the reliability is suggested by the number of times the performance symbols 210a, 210b, and 210c are temporarily stopped (varied), and the player watches the progress of the performance while hoping that the performance symbols 210a, 210b, and 210c will be temporarily stopped (varied) more often.
[0510] The execution pattern of the above-mentioned variable performance is determined and controlled by the sub-control board 330 based on the variable command determined by the main control board 300. In other words, it can be said that the execution pattern of the variable performance is determined in cooperation between the main control board 300 and the sub-control board 330.
[0511] FIG. 58 is a diagram for explaining a variable effect determination table according to the present embodiment. FIG. 58(a) shows the first-half variable effect determination table, and FIG. 58(b) shows the second-half variable effect determination table. As described above, when a major role lottery is performed on the main control board 300, based on the result of the major role lottery, a variable command is determined, and each determined command is transmitted to the sub-control board 330. In the sub-control board 330, when receiving a variable mode command, an effect random number of 1 is obtained from the range of 0 to 249, and with reference to the first-half variable effect determination table, based on the obtained effect random number and the received variable mode command, the execution pattern of the first-half variable effect is determined. Also, when receiving a variable pattern command, an effect random number of 1 is obtained from the range of 0 to 249, and with reference to the second-half variable effect determination table, based on the obtained effect random number and the received variable pattern command, the execution pattern of the second-half variable effect is determined. Note that in FIG. 58, only a part of the first-half variable effect determination table and the second-half variable effect determination table is extracted and shown.
[0512] As shown in FIG. 58, according to the first-half variable effect determination table, for each variable mode number (variable mode command), the selection ratio for the execution pattern of the first-half variable effect is set respectively. According to the second-half variable effect determination table, for each variable pattern number (variable pattern command), the selection ratio for the execution pattern of the second-half variable effect is set respectively. And by combining and executing the determined execution patterns of the first-half and second-half variable effects, one variable effect is executed.
[0513] In the variation effect of the no-reach variation pattern, as the first-half execution pattern, "none", which indicates not executing the first-half variation effect, is determined. As the second-half execution pattern, it is executed when "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" corresponding to the no-reach variation pattern is determined. For example, when receiving a variation mode command corresponding to a variation mode number of "01H" indicating that the first-half variation effect is not executed, in the sub-control board 330, "none" is always determined as the first-half execution pattern. At this time, in the second-half variation effect determination table, the selection ratio is set so that only one of "Normal Loss 1", "Normal Loss 2", "Special Loss 1", and "Special Loss 2" is determined for the simultaneously receivable variation pattern command. Therefore, by determining "none" as the first-half execution pattern and "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" as the second-half execution pattern, the execution pattern of the variation effect is determined as the above no-reach variation pattern.
[0514] On the other hand, in the variation effect of the reach variation pattern, other than "none" is determined as the first-half execution pattern, and it is executed when any reach development effect (shown as Developments 1 to 5 in the figure) is determined as the second-half execution pattern. In other words, when the variation effect of the reach variation pattern is executed in the main effect display unit 200a, a variation mode command corresponding to a variation mode number other than the variation mode number = 01H must be received, and a variation pattern command corresponding to a variation pattern number for which any one of Developments 1 to 5 is determined must be received.
[0515] Here, in Figure 58(a), "Normal Reach 1" and "Normal Reach 2" in the first half of the execution pattern respectively indicate the background image and the variable display pattern of the effect symbols 210a, 210b, 210c displayed on the main effect display unit 200a until the effect symbols 210a, 210b, 210c reach the reach state, more specifically, until the reach development effect starts, among the variable effects of the normal reach variation pattern. These image patterns are designed in advance to match the time of the variable display of the special symbol associated with the variation mode number, and for example, when "Normal Reach 1" is determined, the images shown in Figures 53(a) to 53(d) will be displayed on the main effect display unit 200a.
[0516] Also, in Figure 58 (a), "pseudo 2a" and the like in the execution pattern of the first half indicate the display pattern of the main variation effect image displayed on the main effect display unit 200a until the reach development effect starts, among the variation effects of the pseudo continuous reach variation pattern, that is, the execution pattern of the pattern display effect in which the effect symbols 210a, 210b, and 210c are displayed in a variable manner. For example, "pseudo 2a" indicates that the pseudo continuous reach variation pattern of "pseudo 2" in which the variation display number of the effect symbols 210a, 210b, and 210c is two, and the main variation effect image is display pattern a. Also, "pseudo 3b" indicates that the pseudo continuous reach variation pattern of "pseudo 3" in which the variation display number of the effect symbols 210a, 210b, and 210c is three, and the main variation effect image is display pattern b.
[0517] In the first half variation effect determination table and the second half variation effect determination table shown in Figure 58, the selection ratio is set so that the variation effects of the no-reach variation pattern and the normal reach variation pattern are executed only when the result of the big role lottery is a miss. Also, the developed reach variation pattern and the pseudo-continuous reach variation pattern are determined both when there is a miss and when there is a jackpot, but the developed reach variation pattern has a higher selection ratio when there is a miss and a lower selection ratio when there is a jackpot than the pseudo-continuous reach variation pattern. In this way, by setting the selection ratio when there is a miss and when there is a jackpot, the pseudo-continuous reach variation pattern is set to have a higher reliability than the developed reach variation pattern.
[0518] Furthermore, in the pseudo-successive reach fluctuation pattern, the more the number of pseudo times, the higher the selection ratio at the time of big win and the lower the selection ratio at the time of miss, and the more the number of pseudo times, the higher the reliability is set.
[0519] As described above, the general flow of the variable performance is determined by the variable performance determination table, but at the start of the variable performance, the execution possibility and execution pattern of various element performances that make up the variable performance are further determined based on the variable mode command or the variable pattern command. Here, the element performance refers to all the performances that make up the variable performance, such as the variable display of the performance symbols 210a, 210b, and 210c in the main performance display unit 200a, the development image displayed on the main performance display unit 200a in the reach development performance, and even the performance that moves the performance role device 202, as described above.
[0520] FIG. 59 is the first diagram illustrating an example of a timer effect according to this embodiment. The timer effect indicates in advance that some element effect will be executed during the variable effect. The element effect executed during the variable effect has multiple effects that are set as target candidates in advance. The timer effect targets one of these multiple target candidates and is executed before the start of this target candidate.
[0521] In this embodiment, in order to update the image of the main effect display unit 200a 30F (frames) per second, the timer interrupt process is performed 30 times per second, that is, once every approximately 0.033 seconds.
[0522] For example, at the start of the timer effect, as shown in FIG. 59(a), an animation of the appearance operation in which the first timer display unit 222a appears is played at the lower left of the main effect display unit 200a. In this appearance operation, for example, the shutter image displayed at the time of the appearance of the first timer display unit 222a is opened gradually over 30F, that is, over 1 second. Then, at the end of the appearance operation, as shown in FIG. 59(b), the timer value (initial time information) of "5.00" is displayed on the first timer display unit 222a, and thereafter, as the time elapses, the timer value is updated and displayed (subtraction display) as shown in FIGS. 59(c) and (d). In this embodiment, the initial time information is composed of an integer part (in FIG. 59(b), "5") and a decimal part (in FIG. 59(b), "00").
[0523] Then, as shown in FIG. 59(e), when the timer value on the first timer display unit 222a becomes "0.00", immediately thereafter, "GOGO" is displayed on the first timer display unit 222a, suggesting the execution of the target effect. In this embodiment, the display of "GOGO" on the first timer display unit 222a is displayed for 30F, that is, for 1 second. And when 30F, that is, 1 second has elapsed since the end of the display of "GOGO", the target effect will be executed.
[0524] In this way, the timer effect suggests that some element effect will be executed later, and it counts down the remaining time until the target. In the timer effect, since the player cannot grasp the content of the element effect to be executed, a sense of expectation can be given that a highly reliable element effect for a big win may be executed.
[0525] Note that, in this embodiment, a case where the timer effect is started during the variable effect (hereinafter referred to as "target variable effect") to be executed by the target candidate is shown, but the timer effect may be started before the start of the target variable effect.
[0526] FIG. 60 is a second diagram for explaining an example of the timer effect according to this embodiment. As shown in FIG. 60, in this embodiment, it is possible to execute (display) up to three timer effects (first timer display unit 222a, second timer display unit 222b, third timer display unit 222c) in parallel at the same time.
[0527] Also, as shown in FIG. 60, when the timer value displayed on the timer display unit (third timer display unit 222c) is greater than 99.99 seconds, an image with the characters "Preparing" is displayed instead of the timer value.
[0528] FIG. 61 is a diagram for explaining a target candidate that can be a target of the timer effect according to this embodiment. As described above, various element effects are executed in one variable effect, but the target candidates that can be the target of the timer effect are preset, and the target is determined from among the target candidates.
[0529] As shown in FIGS. 61(a) and 61(b), among the element effects that are the change points of the variable effect, target candidates Ta1 to Ta8 are provided as element effects that can be the target of the timer effect. These target candidates Ta1 to Ta8 are element effects located at the variable boundaries that are the change points of the flow of the effect in one variable effect, and their appearance or non-appearance is mainly determined by the variable effect determination table. Specifically, target candidates Ta1 to Ta3 are, respectively, the pseudo-stop displays in the 1st to 3rd pseudo-states of the game symbols 210a, 210b, and 210c, target candidate Ta4 is the effect at the time of reach display, target candidate Ta5 is the 1st reach development effect, target candidate Ta6 is the reach-up effect, target candidate Ta7 is the 2nd reach development effect, and Ta8 is the judge effect.
[0530] Therefore, for example, when the target candidate Ta3 is determined as the target, from a predetermined time before the temporary stop display in the third pseudo-mode of the effect symbols 210a, 210b, and 210c, the update display of the timer value is started in the timer display unit (for example, the first timer display unit 222a), and immediately before the temporary stop display in the third pseudo-mode, "GOGO" is displayed on the timer display unit (for example, the first timer display unit 222a).
[0531] Similarly, for example, when the target candidate Ta7 is determined as the target, from a predetermined time before the start of the second reach development effect, the update display of the timer value is started in the timer display unit (for example, the first timer display unit 222a), and immediately before the start of the second reach development effect, "GOGO" is displayed on the timer display unit (for example, the first timer display unit 222a).
[0532] FIG. 62 is a diagram for explaining a timer effect execution determination table. Whether to execute the timer effect is determined by referring to the timer effect execution determination table. According to the timer effect execution determination table, as shown in FIG. 62, for each combination of the variation mode number and the variation pattern number (variation information), the selection ratio of execution (once, twice, or three times) and non-execution of the timer effect is set. Here, it is set such that the higher the variation information for which an execution pattern of a highly reliable variation effect can be determined, the higher the probability that the timer effect is determined to be executed. That is, the timer effect itself is a highly reliable effect.
[0533] In this embodiment, when the sub-control board 330 receives a variation command, it refers to the timer effect execution determination table to determine whether to execute the timer effect.
[0534] Here, when it is determined to execute the timer effect (execute once, execute twice, or execute three times), the target candidate T for the timer effect is determined by referring to the target determination table.
[0535] 63 is a diagram illustrating an example of a timer effect target determination table (single execution) according to this embodiment. That is, a target determination table is provided for each execution count of the timer effect, and when the timer effect is executed once, a candidate target T to be used as a target for the timer effect is determined by referring to the timer effect target determination table (single execution) shown in FIG.
[0536] In addition, when the timer performance is executed twice, a timer performance target determination table (not shown) for when the timer performance is executed twice is referenced to determine the candidate target T to be targeted by the first timer performance (first timer display unit 222a) and the candidate target T to be targeted by the second timer performance (second timer display unit 222b).
[0537] In addition, when the timer effect is executed twice, the selection ratio is set so that the target candidate T for the second timer effect (second timer display unit 222b) is selected at a later timing than the target candidate T for the first timer effect (first timer display unit 222a).
[0538] Similarly, when the timer performance is executed three times, a timer performance target determination table (not shown) for when the timer performance is executed three times is referenced to determine the target candidate T to be targeted for the first timer performance (first timer display unit 222a), the target candidate T to be targeted for the second timer performance (second timer display unit 222b), and the target candidate T to be targeted for the third timer performance (third timer display unit 222c).
[0539] When the timer effect is executed three times, the selection ratio is set so that the target candidate T for the second timer effect (second timer display unit 222b) is selected at a later timing than the target candidate T for the first timer effect (first timer display unit 222a). Furthermore, the selection ratio is set so that the target candidate T for the third timer effect (third timer display unit 222c) is selected at a later timing than the target candidate T for the second timer effect (second timer display unit 222b).
[0540] As described above, once it is decided to execute the timer effect and the target of the timer effect etc. are determined, the timing of the appearance of each of the timer display sections (first timer display section 222a, second timer display section 222b, third timer display section 222c) is then determined.
[0541] In this embodiment, in order to prevent deterioration of the appearance, the value initially displayed on the timer display units (first timer display unit 222a, second timer display unit 222b, third timer display unit 222c), i.e., the value of the decimal part of the initial time information, is basically "00", and the appearance timing is determined so that the value of the integer part of the initial time information is one of several preset types. For example, 116 types of values, from "120" to "5", are provided as the integer part of the initial time information.
[0542] Then, first, the value of the integer part of the selectable initial time information is selected based on the start time of the target candidate T determined as the target, the execution pattern of the target variation performance (variation command), etc. Then, after the value of the integer part of the selectable initial time information is selected, an appearance timing determination table (not shown) is referenced and one of the values of the integer part of the selected initial time information is determined.
[0543] As described above, the appearance action takes 30F, the display of "GOGO" takes 30F, and the target is executed after the display of "GOGO" has finished takes 30F. Therefore, for example, if the value of the integer part of the determined initial time information is "13", the appearance timing of the timer display units (first timer display unit 222a, second timer display unit 222b, third timer display unit 222c) is determined to be 480F before the target is executed.
[0544] In this embodiment, when the timer effect is executed twice, the selection ratio in the appearance timing determination table (not shown) is set so that the appearance timing of the second timer effect (second timer display unit 222b) is set later than that of the first timer effect (first timer display unit 222a).
[0545] Furthermore, when the timer effect is executed three times, the selection ratio in the appearance timing determination table (not shown) is set so that the appearance timing of the second timer effect (second timer display unit 222b) is set later than that of the first timer effect (first timer display unit 222a), and the appearance timing of the third timer effect (third timer display unit 222c) is set later than that of the second timer effect.
[0546] That is, in this embodiment, the selection ratios in the appearance timing determination table (not shown) are set so that the appearance timings of the first timer display section 222a, the second timer display section 222b, and the third timer display section 222c are different from each other.
[0547] However, the selection ratio in the appearance timing determination table (not shown) may be set so that the appearance timing of at least two or more of the first timer display section 222a, the second timer display section 222b, and the third timer display section 222c can be determined to be the same appearance timing.
[0548] However, a plurality of appearance timings at which the timer display units (first timer display unit 222a, second timer display unit 222b, third timer display unit 222c) can appear may be provided in advance. For example, at the start of the target variation effect (SP1) in which the target candidate T determined as the target is executed, at the second variation display (re-variation display) of the effect symbols 210a, 210b, 210c in the target variation effect (SP2), at the third variation display (re-variation display) of the effect symbols 210a, 210b, 210c in the target variation effect (SP3), at the fourth variation display (re-variation display) of the effect symbols 210a, 210b, 210c in the target variation effect (SP4), and at the reach display in the target variation effect (SP5) may be provided in advance as the appearance timings.
[0549] And the appearance timing of the timer display units (first timer display unit 222a, second timer display unit 222b, third timer display unit 222c) may be determined to be any one of the above five appearance timings. Specifically, for example, based on the start time of the target candidate T determined as the target and the execution pattern (variation command) of the target variation effect, all appearance timings existing before the target candidate T determined as the target are first selected. Then, after selecting the appearance timings existing before the target candidate T determined as the target, refer to an appearance timing determination table (not shown) and determine any one of the selected appearance timings as the appearance timing. In this case, based on the determined appearance timing, the appearance timing may be adjusted so that the value of the fractional part of the initial time information becomes "00".
[0550] FIG. 64 is a diagram for explaining a method of deriving initial time information. FIG. 64(a) shows the case where no delay occurs in various processes. As shown in FIG. 64(a), when no delay occurs in various processes, when reaching the appearance point determined as described above, an initial time information determination process for deriving the initial time information is executed.
[0551] Specifically, in the initial time information determination process, the current time, i.e., the time from the appearance point to the execution of the target, is first derived. In the case shown in FIG. 64(a), the time from the appearance point to the execution of the target is derived to be 480F. As described above, the appearance action requires 30F, the display of "GOGO" requires 30F, and the execution of the target requires 30F from the end of the display of "GOGO." Therefore, the period during which the timer value can be updated (decremented) is derived to be 390F. As described above, the sub-control board 330 updates the image on the main performance display unit 200a at 30F (frames) per second, so the initial time information is derived to be "13.00" seconds. As described above, in this embodiment, the appearance timing is set so that the decimal part of the initial time information is basically "00."
[0552] Incidentally, in gaming machines, unexpected events such as delays in various processes may occur. Figure 64(b) shows a case where a delay in various processes occurs. When a delay occurs, the execution timing of the initial time information determination process may be delayed from the originally scheduled timing (appearance timing). Figure 64(b) shows a case where the execution timing of the initial time information determination process is delayed by 3F from the originally scheduled timing (appearance timing). In this case, in this embodiment, a correction process is executed in the initial time information determination process to correct the execution start timing of the appearance action and the value of the initial time information.
[0553] Specifically, in the correction process, the time from the current time until the target is executed is first calculated. In the case shown in FIG. 64(b), the execution timing of the initial time information determination process arrives 3F after the appearance timing, so the time from the current time until the target is executed is calculated to be 477F. As described above, the appearance action requires 30F, the display of "GOGO" requires 30F, and the target execution requires 30F from the end of the display of "GOGO". Therefore, the period during which the timer value can be updated (decremented) is calculated to be 387F. In this embodiment, to prevent deterioration of the appearance, when the correction process is executed, the period during which the timer value can be updated (decremented) is corrected so that the value of the decimal part of the initial time information becomes "00" or "50". Specifically, in the case shown in FIG. 64(b), 387F is divided by 15F (0.5 seconds), and the quotient and remainder are calculated. In the case shown in FIG. 64(b), the quotient is derived as 25 and the remainder as 12F.
[0554] Then, the quotient (25 in this case) is multiplied by 0.5 seconds (25 x 0.5 = 12.50 seconds) and set as the initial time information. In other words, in this case, the integer part of the initial time information becomes "12" and the decimal part of the initial time information becomes "50".
[0555] Furthermore, the timing to start executing the appearance action is determined based on the remainder value (here, 12F). That is, in this case, the timing to start executing the appearance action is set to 12F (0.4 seconds) after the correction process is executed. In other words, as a result of the correction process, the timing to start executing the appearance action is delayed by 15F compared to when no delay occurs. In other words, the execution timing of the appearance effect can be delayed until the time (here, 15F) that is the difference between the initial time information when the correction process is not executed and the initial time information when the correction process is executed has elapsed.
[0556] As a result of the above correction process, as shown in FIG. 64(b), the appearance operation is executed 15F after the original appearance timing, and the timer value is updated and displayed from "12.50" 45F after the original appearance timing. When the timer value becomes "00.00", the display of "GOGO" is displayed on the timer display unit (the first timer display unit 222a) for 30F. When 30F, that is, 1 second has elapsed since the end of the display of "GOGO", the target effect is executed. Thus, even if an unexpected situation such as a delay in various processes occurs, it is possible to suppress the possibility that the timing at which the countdown time in the timer effect becomes 0 deviates from the originally planned timing, so that it is possible to suppress the possibility that the effect of the effect deteriorates.
[0557] Next, the process in the sub-control board 330 for executing the above timer effect will be described. Hereinafter, among the processes in the sub-control board 330, the processes not related to the above timer effect will be omitted from the description.
[0558] (Sub-CPU initialization process of the sub-control board 330) FIG. 65 is a flowchart for explaining the sub-CPU initialization process (S1000) of the sub-control board 330 according to the present embodiment.
[0559] (Step S1000-1) Upon power-on, the sub-CPU 330a reads a CPU initialization process program from the sub-ROM 330b and performs initialization and setting processes for flags and the like stored in the sub-RAM 330c.
[0560] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each effect random number, and thereafter, the process of step S1000-3 is repeatedly performed until an interrupt process is performed. A plurality of types of effect random numbers are provided, and here, each effect random number is updated asynchronously.
[0561] (Sub-timer Interrupt Processing of Sub-control Board 330) FIG. 66 is a flowchart for explaining the sub-timer interrupt processing (S1100) of the sub-control board 330 according to the present embodiment. The sub-control board 330 is provided with a reset clock pulse generation circuit (not shown) that generates clock pulses at a predetermined period (30 times per second). Then, due to the generation of the clock pulses by this reset clock pulse generation circuit, the sub-CPU 330a reads a timer interrupt processing program and starts the sub-timer interrupt processing.
[0562] (Step S1100-1) The sub-CPU 330a saves the registers.
[0563] (Step S1100-3) The sub-CPU 330a performs processing to enable interrupts.
[0564] (Step S1100-5) The sub-CPU 330a performs update processing of various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 is performed, and the decrement stops when it reaches 0.
[0565] (Step S1200) The sub-CPU 330a analyzes the commands stored in the reception buffer of the sub-RAM 330c and executes a sub-main process that performs various processes according to the received commands. In the sub-control board 330, when a command is transmitted from the main control board 300, command reception interrupt processing is performed, and the command transmitted from the main control board 300 is stored in the reception buffer. Here, the commands stored in the reception buffer by the command reception interrupt processing are to be analyzed.
[0566] (Step S1300) The actuation unit 340 performs an actuation unit main process, which will be described in detail later.
[0567] (Step S1100-7) The sub-CPU 330a restores the register and ends the sub-timer interrupt process.
[0568] Note that an operation buffer is provided in the sub-control board 330, and the output timing is set in advance for each message set in the operation buffer. When the execution of the variable effect starts, an effect execution program corresponding to the execution pattern of the first half variable effect or the execution pattern of the second half variable effect is started, and the act unit 340 sequentially acquires the messages stored in the operation buffer according to the elapsed time since the start of the variable effect (or the elapsed time since the start of the second half variable effect), and outputs the acquired messages to the display control unit 350. Note that the messages output to the display control unit 350 are deleted from the operation buffer.
[0569] FIG. 67 is a flowchart for explaining the sub-main process in the sub-control board 330 according to the present embodiment.
[0570] (Step S1210-1) The sub-CPU 330a determines whether a variable command has been received. The variable command is transmitted to the sub-control board 330 by sub-command transmission processing after being set in the special symbol variable number determination process in the main control board 300. If it is determined that the variable command has been received, the process proceeds to step S1210-3, and if it is determined that the variable command has not been received, the sub-main process ends.
[0571] (Step S1210-3) The sub-CPU 330a analyzes the received variable mode command, refers to the first half variable effect determination table, determines the execution pattern of the first half variable effect, and sets a message for the execution pattern of the first half variable effect in the operation buffer based on the determined execution pattern of the first half variable effect.
[0572] (Step S1210-5) The sub-CPU 330a analyzes the received variable pattern command, refers to the latter half variable effect determination table, determines the execution pattern of the latter half variable effect, and sets a message for the execution pattern of the latter half variable effect in the operation buffer based on the determined execution pattern of the latter half variable effect. Further, the sub-CPU 330a sets an effect execution program corresponding to the execution pattern of the latter half variable effect in the effect execution program for the latter half variable effect to be started.
[0573] (Step S1210-7) Based on the received variable mode command and variable pattern command, the sub-CPU 330a refers to various notice determination tables, determines the execution pattern for various notice effects, and sets a message based on the determined execution pattern of the notice effect in the operation buffer.
[0574] Specifically, for example, it refers to the timer effect execution determination table (FIG. 62) to determine the execution pattern of the timer effect (whether to execute and the number of executions if executed). Then, when the execution of the timer effect is determined, it refers to the timer effect target determination table (FIG. 63) corresponding to the number of executions to determine the target of each timer effect. Further, it determines the execution start timing of each timer effect.
[0575] As described above, in this embodiment, the earlier the execution timing of the target for the timer effect, the earlier the execution start timing is determined. Then, when the execution start timing of each timer effect is determined, a message indicating the start of execution of the timer effect (timer effect execution start message) is set in the operation buffer based on the determined execution pattern.
[0576] A message indicating the start of the execution of the timer effect includes information such as the type of the timer effect to start the execution (the first timer display unit 222a, the second timer display unit 222b, the third timer display unit 222c), and the execution start timing (the number of frames from the start of variation) of the timer effect (more specifically, the appearance operation) to start the execution, the execution timing (the number of frames from the start of variation) of the target, etc.
[0577] FIG. 68 is a flowchart for explaining the main process of the act unit in the sub-control board 330 according to the present embodiment.
[0578] (Step S1300-1) The act unit 340 determines whether it is the start time of the latter half variation effect. As a result, if it is determined that it is the start time of the latter half variation effect, the process proceeds to step S1300-3, and if it is determined that it is not the start time of the latter half variation effect, the process proceeds to step S1300-5.
[0579] (Step S1300-3) The act unit 340 starts an effect execution program for the latter half variation effect. Here, an effect execution program corresponding to the execution pattern of the latter half variation effect determined in step S1210-5 above is started.
[0580] (Step S1300-5) The act unit 340 adds the counter value of the variation time measurement timer and updates the execution time of the variation effect.
[0581] (Step S1300-7) The actuation unit 340 determines whether the output timing of the execution start message of any timer effect (the first timer display unit 222a, the second timer display unit 222b, the third timer display unit 222c) has been reached. As a result, if the output timing of the execution start message of any timer effect (the first timer display unit 222a, the second timer display unit 222b, the third timer display unit 222c) has been reached, the process proceeds to step S1310, and if the output timing of the execution start message of any timer effect (the first timer display unit 222a, the second timer display unit 222b, the third timer display unit 222c) has not been reached, the process proceeds to step S1320.
[0582] (Step S1310) The actuation unit 340 executes a timer effect control process (at start), which will be described in detail later. That is, the timer effect control process (at start) is executed only once when the output timing of the execution start message of each timer effect (the first timer display unit 222a, the second timer display unit 222b, the third timer display unit 222c) is reached.
[0583] (Step S1320) The actuation unit 340 executes a timer effect control process (after start), which will be described in detail later.
[0584] (Step S1300-9) When the output timing of various messages other than the execution start message of the above-described timer effect is reached, the actuation unit 340 acquires the message set in the operation buffer, outputs the acquired message to each effect device, and starts the execution of the preview effect.
[0585] FIG. 69 is a flowchart for explaining the timer effect control process (at start) in the sub-control board 330 according to the present embodiment.
[0586] (Step S1310-1) The acting unit 340 determines whether or not the current timing of the timer effect (first timer display unit 222a, second timer display unit 222b, or third timer display unit 222c) that has reached its output timing is delayed. Specifically, for example, the acting unit 340 determines that a delay has occurred when the counter value of the variable time clock timer updated in step S1300-5 above, i.e., the number of frames that have elapsed since the start of fluctuation, is greater than the execution start timing (number of frames from the start of fluctuation) included in the execution start message that has reached its output timing. Furthermore, the acting unit 340 determines that a delay has not occurred when the execution start timing (number of frames from the start of fluctuation) included in the execution start message that has reached its output timing and the counter value of the variable time clock timer updated in step S1300-5 above, i.e., the number of frames that have elapsed since the start of fluctuation, are equal.
[0587] (Step S1310-3) The act unit 340 executes an initial time information determination process (without delay) to derive initial time information based on the timer effect execution start message that has been set. Specifically, the act unit 340 derives the current time, i.e., the time from the appearance timing until the target is executed. Then, the act unit 340 derives a value obtained by subtracting 90F from the time from the appearance timing until the target is executed, and sets the derived value as the initial time information.
[0588] (Step S1310-5) The act unit 340 outputs an appearance action start message to each performance device to immediately start the execution of the appearance action. This message includes information such as the type of timer performance (first timer display unit 222a, second timer display unit 222b, or third timer display unit 222c) to be started, initial time information, and target execution timing.
[0589] (Step S1310-7) For the timer effect whose execution of the appearance action has started in step S1310-5, the act section 340 reserves the output of a subtraction start message to each effect device to start updating (subtracting) the timer value from the initial time information 30 frames later, and ends the timer effect control process (at the start). As a result, the timer value updating (subtracting) starts 30 frames after the start of the appearance action.
[0590] (Step S1312) The act section 340 executes a correction process, which will be described in detail later, and ends the timer effect control process (at the start).
[0591] FIG. 70 is a flowchart illustrating the correction process in the sub-control board 330 according to this embodiment.
[0592] (Step S1312-1) The act unit 340 executes an initial time information determination process (delay occurrence) to derive corrected initial time information based on the set timer effect execution start message and the delay time that has occurred. Specifically, the act unit 340 derives the time from the current time, i.e., the time when the correction process is executed when the delay has occurred, until the target is executed. The act unit 340 then derives a value by subtracting 90F from the time from the current time until the target is executed, divides the derived value by 15F (0.5 seconds), and derives a quotient and remainder. The act unit 340 sets the value obtained by multiplying the derived quotient by 0.5 seconds as the initial time information. In this case, as described above, the decimal portion of the initial time information is "00" or "50."
[0593] (Step S1312-3) Acting section 340 determines the execution start timing of the appearance action based on the remainder value derived in step S1312-1 above. Specifically, acting section 340 determines the execution start timing of the appearance action to be the value (number of frames) after the correction process is performed that is the remainder value derived in step S1312-1 above. In other words, as a result of the correction process, the execution start timing of the appearance action is delayed by 15F units compared to when no delay occurs.
[0594] (Step S1312-5) The acting section 340 reserves the output of an appearance action start message to each performance device to start the execution of the appearance action at the execution start timing determined in step S1312-3 above.
[0595] (Step S1312-7) The act section 340 reserves the output of a subtraction start message to each performance device to start updating (subtracting) the timer value from the initial time information 30F after the execution timing determined in step S1312-3 above, and then terminates the correction process.
[0596] FIG. 71 is a flowchart illustrating the timer effect control process (after start) in the sub-control board 330 according to this embodiment.
[0597] (Step S1320-1) Act section 340 determines whether the output timing of the subtraction start message, the output of which was reserved in step S1310-7 or step S1312-7, has arrived. If the output timing of the subtraction start message has arrived, the process proceeds to step S1320-3. If the output timing of the subtraction start message has not arrived, the process proceeds to step S1320-5.
[0598] (Step S1320-3) The act section 340 outputs the subtraction start message that has reached the output timing to each performance device.
[0599] (Step S1320-5) The act section 340 determines whether there is a timer effect in which the timer value is being updated (decremented). If there is a timer effect in which the timer value is being updated (decremented), the process proceeds to step S1320-7. If there is no timer effect in which the timer value is being updated (decremented), the timer effect control process (after start) is terminated.
[0600] (Step S1320-7) The act unit 340 executes a subtraction display process for updating (subtracting) the timer value. Specifically, when the correction process is executed and the value of the decimal part of the initial time information is "50," the act unit 340 outputs a fractional subtraction message for subtracting the value of the decimal part from "50" to "00" to each performance device. Then, 15 frames later, that is, when the value of the decimal part becomes "00" due to the update display (subtraction display) of the timer value, the act unit 340 outputs an integer part subtraction message for subtracting "1" from the value of the integer part and a decimal part subtraction message for subtracting the value of the decimal part from "99" to "00" to each performance device. Thereafter, the act unit 340 outputs an integer part subtraction message and a decimal part subtraction message to each performance device every 30 frames.
[0601] In addition, when the above correction process is performed and the value of the decimal part of the initial time information is "00", or when the above correction process is not performed, the act section 340 outputs a message for subtracting the integer part and a message for subtracting the decimal part to each performance device every 30F.
[0602] (Step S1320-9) Act section 340 determines whether the time set in the initial time information has elapsed since the start of the timer value update display (decrement display) and whether it is time to start displaying "GOGO." If it is time to start displaying "GOGO," the process proceeds to step S1320-11, and if it is not time to start displaying "GOGO," the timer performance control process (after start) is terminated.
[0603] (Step S1320-11) The act section 340 outputs a GOGO display start message for starting the "GOGO" display to each performance device, and ends the timer performance control process (after start).
[0604] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.
[0605] In the above embodiment, an example of the application of the present invention to a first-type gaming machine has been described, but the gameplay of the gaming machine to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention can also be applied to a second-type gaming machine and a first-type / second-type mixed gaming machine. In other words, the gameplay of the gaming machine to which the present invention can be applied is not particularly limited.
[0606] In any case, the present invention is widely applicable to the following gaming machines. A target determination means (in the above embodiment, as an example, the sub-CPU 330a that executes the process in step S1210-7) that determines one of the plurality of target effects as a target effect; A predetermined effect execution means (in the above embodiment, as an example, the act unit 340 that executes processing in step S1310-5 and step S1312-5) that executes a predetermined effect (in the above embodiment, as an example, the animation of the appearance operation) for displaying a time display unit (in the above embodiment, as an example, the first timer display unit 222a, the second timer display unit 222b, the third timer display unit 222c) on an effect display unit (in the above embodiment, as an example, the main effect display unit 200a), An initial time information derivation means (in the above embodiment, as an example, the act unit 340 that executes processing in step S1310-3 and step S1312-1) that derives initial time information indicating the time from a predetermined timing to the execution of a target effect, A time information update means (in the above embodiment, as an example, the act unit 340 that executes processing in step S1310-7 and step S1312-7) that displays the initial time information on the time display unit and updates and displays the time display unit according to the passage of time, and The predetermined effect execution means is a gaming machine that executes a correction process (in the above embodiment, as an example, the act unit 340 that executes processing in step S1312) for delaying the execution timing of the predetermined effect.
[0607] Also, the initial time information may include an integer part and a decimal part. Further, the initial time information derivation means derives initial time information whose decimal part is a predetermined value (in the above embodiment, as an example, "00") when the correction process is not executed, and shortens the initial time information more than when the correction process is not executed and can derive specific initial time information whose decimal part is a specific value different from the predetermined value (in the above embodiment, as an example, "50") when the correction process is executed.
[0608] Also, the predetermined effect execution means may delay the execution timing of the predetermined effect until the time difference between the initial time information when the correction process is not executed and the specific initial time information elapses due to the correction process.
[0609] In the above-described embodiment, the case where the correction process is executed so that the value of the fractional part of the initial time information becomes "00" or "50" has been shown. However, the values that the fractional part of the initial time information can take may be set in advance, or may not be set in advance. When the values that the fractional part of the initial time information can take are not set in advance, for example, when the execution timing of the initial time information determination process is delayed by 3F from the originally scheduled timing (appearance timing), the value of the initial time information may be corrected to "12.90" without changing the execution start timing of the appearance operation.
[0610] Also, in the above-described embodiment, when a delay occurs, the correction process of changing the value of the initial time information is executed. However, when a delay occurs, the execution time of the appearance operation may be changed as the correction process. In this case, animations of a plurality of appearance operations with different execution times may be provided in advance, or the animation of the appearance operation may be fast-forwarded according to the execution time.
[0611] Also, it may be possible to execute both the correction process of changing the value of the initial time information and the correction process of changing the execution time of the appearance operation. For example, when a delay exceeding 15F (for example, a delay of 20F) occurs, in the correction process of changing the value of the initial time information, the value of the initial time information may be shortened by 0.5 seconds, that is, 15F, and in the correction process of changing the execution time of the appearance operation, the execution time of the appearance operation may be shortened by 5F.
[0612] Also, when a predetermined condition is satisfied, a correction process for changing the value of the initial time information may be executed, and when the predetermined condition is not satisfied, a correction process for changing the execution time of the appearance operation may be executed. For example, the predetermined condition is satisfied when the value of the initial time information derived when no delay occurs is equal to or greater than a predetermined value (for example, 5.00 seconds or more), and the predetermined condition is not satisfied when the value of the initial time information derived when no delay occurs is less than the predetermined value (for example, less than 5.00 seconds). Thereby, it is possible to suppress the possibility that the value initially displayed on the timer display unit (the first timer display unit 222a, the second timer display unit 222b, the third timer display unit 222c) becomes too small due to the correction process, that is, the possibility that the period during which the timer value in the timer effect is updated and displayed (subtracted and displayed) becomes too short and the effect of the effect deteriorates.
Explanation of Signs
[0613] 100 Gaming machine 222a First timer display unit 222b Second timer display unit 222c Third timer display unit 300 Main control board 300a Main CPU 300b Main ROM 300c Main RAM 330 Sub-control board 330a Sub CPU 330b Sub ROM 330c Sub RAM 340 Actuator unit
Claims
1. Target determination means for determining any one of a plurality of target performances as the target performance; Predetermined performance execution means for executing a predetermined performance that displays the time display unit on the performance display unit; Initial time information derivation means for deriving initial time information indicating the time from a predetermined timing to the execution of the target performance; Time information update means for displaying the initial time information on the time display unit and updating and displaying the time display unit according to the passage of time; Comprising: The predetermined performance execution means: A gaming machine that executes a correction process for delaying the execution timing of the predetermined performance.
2. The initial time information: Includes an integer part and a decimal part, The initial time information derivation means: When the correction process is not executed, derives the initial time information in which the decimal part becomes a predetermined value, When the correction process is executed, the gaming machine according to claim 1, wherein the initial time information can be shortened compared to the case where the correction process is not executed, and specific initial time information in which the decimal part becomes a specific value different from the predetermined value can be derived.
3. The predetermined performance execution means: The gaming machine according to claim 2, wherein the execution timing of the predetermined performance is delayed by the correction process until the time difference between the initial time information when the correction process is not executed and the specific initial time information elapses.
Citation Information
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