Game machine
The gaming machine addresses the issue of player disadvantage by allowing game restarts after error detection with a controlled command system, reducing the need for full RAM clears.
Patent Information
- Application Number
- JP2024004618
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-16
- Publication Date
- 2025-07-29
AI Technical Summary
In gaming machines, once an error state occurs, the game cannot be restarted without a RAM clear, potentially disadvantaging the player, even if the error was not due to fraudulent intent.
A gaming machine with a first control unit that detects errors and sends commands to a second control unit to restart the game after a predetermined time and operation condition is met, allowing error notification and release.
Reduces the risk of disadvantaging the player by enabling game restarts without a full RAM clear, addressing erroneous error states.
Smart Images

Figure 2025110662000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As shown in Patent Document 1, in a general gaming machine, when fraud is detected, an error state occurs and the game is stopped. When the game is stopped in an error state, the error state is eliminated by turning off the power and then turning it on again.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the above gaming machine, once an error state occurs, the game cannot be restarted unless a so-called RAM clear is performed, and the game cannot be continued from the state before the error occurred. However, for example, in the case of a magnetic error, etc., even though the player has no intention of fraud, it may be determined that an error state has occurred. In such a case, there is a problem that the player suffers a disadvantage.
[0005] An object of the present invention is to provide a gaming machine capable of reducing the risk of disadvantaging the player.
Means for Solving the Problems
[0006] To solve the above problems, the gaming machine of the present invention comprises a first control unit that controls the progress of the game, a second control unit to which a command is transmitted from the first control unit, error detection means for detecting the occurrence of an error, and the first control unit a first command transmission means for transmitting an error occurrence command to the second control unit when the error occurs; a second command transmission means for transmitting an error release command to the second control unit when a specific condition is satisfied, including that a predetermined time has elapsed since the occurrence of the error and an operation of a predetermined operation unit has been detected; including the second control unit executes error notification based on reception of the error occurrence command, and ends the error notification based on reception of the error release command. The gaming machine is characterized by the above.
[0007] The first control unit stops the game when the error occurs, and the game may be restartable when the specific condition is satisfied.
Advantages of the Invention
[0008] According to the present invention, the risk of disadvantaging the player can be reduced.
Brief Description of the Drawings
[0009]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Figure 29
Figure 30
Figure 31
Figure 32
Figure 33
Figure 34
Figure 35
Figure 36
Figure 37
Figure 38
Figure 39
Figure 40
Figure 41
Figure 42
Figure 43
Figure 44
Figure 45
Figure 46
Figure 47
Figure 48
Figure 49
Figure 50
Figure 51
Figure 52
Figure 53
Figure 54
Figure 55
Figure 56
Figure 57
Figure 58
Figure 59
Figure 60
Figure 61
Embodiments for Carrying Out the Invention
[0010] Hereinafter, with reference to the accompanying drawings, preferred embodiments of the present invention will be described in detail. 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, and redundant explanations are omitted, and elements not directly related to the present invention are not shown.
[0011] To facilitate the understanding of the embodiments of the present invention, first, the mechanical configuration and electrical configuration of the gaming machine will be briefly described, and then the specific processes on each board will be described.
[0012] FIG. 1 is a perspective view of the gaming machine 100, showing a state where the door is opened. 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.
[0013] The middle frame 104, like the outer frame 102, has an enclosed space formed by four sides assembled in a substantially rectangular shape, and the 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 parallel while maintaining a predetermined interval, and the game board 108 can be visually recognized through the transparent plate 110 from the front side of the gaming machine 100.
[0014] FIG. 2 is a front view of the gaming machine 100, and FIG. 3 is a front view of the game board 108. However, in FIG. 2, the state where the game board 108 is removed is shown.
[0015] As shown in FIG. 2, an operation handle 112 protruding to 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 the 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.
[0016] 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 as shown in FIG. 3.
[0017] The game area 116 is a space formed between the game board 108 and the transparent plate 110, and is an area where the game ball can flow down or roll. A large number of pins and windmills are provided on the game board 108 so that the game ball guided to the game area 116 collides with the pins and windmills and flows down and rolls 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 according to 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, the game area 116 is provided with a general winning opening 118, a first starting opening 120, and a second starting opening 122 into which the game balls can enter. When the game balls enter these general winning opening 118, first starting opening 120, and second starting opening 122, predetermined prize balls are paid out to the player. Note that the number of prize balls may be any number of 1 or more, and the number of prize balls paid out at each of the general winning opening 118, first starting opening 120, and second starting opening 122 may be different, or 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 the game ball enters the first starting opening 120 to be less than the number of prize balls paid out when the game ball enters the second starting opening 122.
[0020] Although details will be described later, a first starting area is provided in the first starting opening 120, and a second starting area is provided in the second starting opening 122. When the game ball enters the first starting opening 120 or the second starting opening 122 and the game ball enters the first starting area or the second starting area, a lottery is conducted to determine one of a plurality of special symbols provided in advance. Various game benefits such as whether a small hit 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 the game ball enters the first starting opening 120 or the second starting opening 122, the player will obtain a predetermined number of prize balls and at the same time obtain an opportunity to acquire the right to receive various game benefits.
[0021] The first starting port 120 is located 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] Also, 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] FIG. 4 is a partially enlarged view of the game board 108. The specific configuration of the second starting port 122 is not particularly limited, but here, the movable piece 122b usually immerses in the back side of the game board 108, the second starting port 122 is closed, and the game balls flow down the front side of the movable piece 122b, making it impossible or difficult for the game balls to enter the second starting port 122.
[0024] On the contrary, when the game balls pass through the gate 124 provided in the second game area 116b, the movable piece 122b protrudes to the front side of the game board 108, and it is determined whether or not an auxiliary game in which it is easy for the game balls to enter the second starting port 122 is to be executed. When it is determined that the auxiliary game is to be executed, an auxiliary game in which the movable piece 122b protrudes to the front side of the game board 108 and it is easy for the game balls to enter the second starting port 122 is executed. More specifically, on the condition that the game balls have passed through the gate 124, a lottery of a normal symbol described later is performed, and when winning in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.
[0025] When the movable piece 122b protrudes, the game balls flowing down the front side of the movable piece 122b 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 protrudes, the movable piece 122b functions as a tray for guiding the game balls to the second starting port 122, making it easier for the game balls to enter the second starting port 122.
[0026] Furthermore, a big winning port 128 is provided at the lower part of the game area 116. The big winning port 128 is arranged at a position where at least the game balls flowing down the second game area 116b can enter.
[0027] Also, a movable piece 128b is provided at the big winning port 128 so as to be openable and closable. Usually, the movable piece 128b closes the big winning port 128, making it impossible for the game balls to enter the big winning port 128. On the other hand, when a small hit game or a big winning combination game is executed, the movable piece 128b is opened, making it possible for the game balls to enter the big winning port 128.
[0028] Then, when a game ball enters the big winning port 128, a predetermined number of prize balls are paid out to the player. In this embodiment, for the entry of one game ball into the big winning port 128, 15 game balls are paid out to the player as prize balls. That is, by getting a game ball to enter the big winning port 128, the player can increase the number of game balls in their possession.
[0029] As shown in FIG. 4, in the second game area 116b, a structure 129 that protrudes to the front side of the game board 108 is provided. An opening is formed at the upper part of this structure 129, and this opening serves as the big winning port 128. A movable piece 128b is provided at the upper part of the structure 129, and usually, the movable piece 128b is maintained in a closed state that closes the big winning port 128.
[0030] The movable piece 128b protrudes into the game area 116 where the game balls roll and flow down, facing the upper part of the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, the game balls flowing down the game area 116 (the second game area 116b) will fall onto the movable piece 128b.
[0031] Here, the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, the game balls that have fallen onto the movable piece 128b will slowly roll from the right side to the left side on the movable piece 128b.
[0032] An outlet path 128d is provided inside the big winning opening 128, and all the game balls that enter the big winning opening 128 are guided to the outlet path 128d. And the outlet path 128d is provided with a specific area 140b and a non-specific area 140c formed by holes through which the game balls can pass, and the game balls that enter the big winning opening 128 are configured to pass through either the specific area 140b or the non-specific area 140c.
[0033] And the big winning opening 128 is provided with a movable member 142 that opens and closes the specific area 140b and the non-specific area 140c. This movable member 142 projects in and out in the front-rear direction (front-back direction) of the gaming machine 100 from a hole formed in the game board 108 by an actuator (solenoid) (not shown). Usually, the actuator is maintained in the non-energized state, and the movable member 142 is held at a position protruding to the front side of the hole in the game board 108, making it impossible for the game balls to enter the specific area 140b. More specifically, when the movable member 142 is held at a position protruding to the front side of the hole in the game board 108, the specific area 140b is blocked by the movable member 142, and the game balls can pass through the non-specific area 140c.
[0034] Also, when the actuator is energized, the movable member 142 is held at a position immersed on the back side of the hole in the game board 108, enabling the game ball to enter the specific area 140b. More specifically, when the movable member 142 is held at a position immersed on the back side of the hole in the game board 108, the specific area 140b is opened, allowing the game ball to pass through the specific area 140b. Although it will be described in detail later, when a game ball enters the specific area 140b during a near miss game, it is a big hit (two types of big hits), and a major role game described later is started.
[0035] Then, when a near miss game or a major role game is executed, the movable piece 128b transitions to an open state that opens the large winning opening 128. Here, the movable piece 128b protrudes and retracts in the front-rear direction (front-back direction) of the gaming machine 100 from a hole formed in the game board 108 by an actuator (solenoid) not shown. Normally, the actuator is maintained in a non-energized state, and the movable piece 128b is held at a position protruding on the front side of the hole in the game board 108, closing the large winning opening 128. When the actuator is energized, the movable piece 128b is held at a position immersed on the back side of the hole in the game board 108, and the large winning opening 128 is opened. In this way, in the state where the large winning opening 128 is opened, the game ball enters the large winning opening 128.
[0036] Returning to FIG. 3, at the bottom of the game area 116, there is a discharge port 130 that discharges the game ball that has not entered any of the general winning opening 118, the first start opening 120, the second start opening 122, and the large winning opening 128 from the game area 116 to the back side of the game board 108.
[0037] And the gaming machine 100 is provided with an effect display device 200 composed of a liquid crystal display device, an effect prop 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 as an effect device that performs effects during the progress of the game.
[0038] In addition, the effect display device 200 includes a main effect display unit 200a that is an image display unit for displaying images. The main effect display unit 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. Various effect images are displayed on the main effect display unit 200a.
[0039] The effect accessory device 202 is disposed in front of the main effect display unit 200a and is normally retracted to the back side of the game board 108. It moves to the front of the main effect display unit 200a in accordance with the image displayed on the main effect display unit 200a, thereby imparting a sense of anticipation to the player.
[0040] 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 unit 200a and the like.
[0041] Returning to FIG. 2, 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 unit 200a and the like.
[0042] The effect button 208 is composed of buttons that receive the pressing operation of the player. It is provided at a substantially central position in the width direction of the gaming machine 100 and at a position below the transparent plate 110. The effect button 208 is enabled in accordance with the image displayed on the main effect display unit 200a and the like. When the operation of the player is received within the operation enable time, various effects are executed according to the operation.
[0043] Note that reference numeral 132 in the figure is an upper tray 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 tray 132 is filled with gaming balls, the gaming balls are guided to the lower tray 134. Further, a ball discharge hole (not shown) for discharging gaming balls from the lower tray 134 is formed in the bottom surface of the lower tray 134. 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 tray 134.
[0044] In addition, 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 strike 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.
[0045] (Internal configuration of the control means) FIG. 5 is a block diagram showing the internal configuration of a control means for controlling the progress of the game.
[0046] The main control board 300 controls the basic operations of the game. This main control board 300 includes a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads out the program stored in the main ROM 300b based on the input signals from each detection switch and timer and performs arithmetic processing, directly controls each device and display, or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 300c functions as a data work area during the arithmetic processing of the main CPU 300a.
[0047] The gaming machine 100 is roughly classified into a special game started mainly by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game started when the game ball passes through the gate 124. And in the main ROM 300b of the main control board 300, various programs for advancing the special game and the normal game, as well as various data and tables necessary for various games, are stored.
[0048] Connected to the main control board 300 are a general winning port detection switch 118s for detecting that a game ball has entered the general winning port 118, a first start port detection switch 120s for detecting that a game ball has entered the first start port 120, a second start port detection switch 122s for detecting that a game ball has entered the second start port 122, a gate detection switch 124s for detecting that a game ball has passed through the gate 124, a big winning port detection switch 128s for detecting that a game ball has entered the big winning port 128, a specific area detection switch 140s for detecting that a game ball has entered the specific area 140b, 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.
[0049] Note that a combined flow path is provided on the back surface of the game board 108. The game balls that have entered the general winning port 118, the first start port 120, the second start port 122, and the big winning port 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.
[0050] In addition, on the main control board 300, there are connected a general-purpose electric actuator solenoid 122c that actuates the movable piece 122b of the second start port 122, a jackpot solenoid 128c that actuates the movable piece 128b that opens and closes the jackpot port 128, and a movable member drive solenoid 142c that moves the movable member 142 provided in the jackpot port 128. The main control board 300 controls the opening and closing of the second start port 122, the jackpot port 128, and the specific area 140b.
[0051] Furthermore, on the main control board 300, there are connected 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-handed notification display 172. The main control board 300 controls the display of each of these displays.
[0052] Also, the gaming machine 100 is provided with a plurality of abnormality detection sensors 174s, such as a radio wave detection sensor that detects radio waves and a magnetic detection sensor that detects magnetism, which detect the possibility of abnormalities or fraud. An abnormality detection signal is input from each abnormality detection sensor 174s to the main control board 300. In addition, the gaming machine 100 is provided with a door open detection sensor 176s that detects the open state of the door (the middle frame 104 or the front frame 106). When the door is in the open state, a door open detection signal is input from the door open detection sensor 176s to the main control board 300.
[0053] Furthermore, on the back of the game board 108, a setting change switch 180s is provided. The setting change switch 180s is configured to be accessible by a dedicated key. An operation for changing and confirming the set value is possible on the condition that the setting change switch 180s is on. The gaming machine 100 is configured such that any one of six levels of set values with different degrees of advantage is stored as a registered set value in the set value buffer, and the game can proceed according to the stored registered set value. However, in this embodiment, it is assumed that only one level of set value is provided.
[0054] Also, on the back surface of the game board 108, a RAM clear button is provided so that it can be pressed, and the pressing operation of this RAM clear button is detected by the 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 power-on, the main CPU 300a clears the main RAM 300c.
[0055] Also, on the back surface of the game board 108, a performance display monitor 184 is provided. The main control board 300 displays registered setting values and base ratios on the performance display monitor 184.
[0056] Also, a payout control board 310 and a sub-control board 330 are connected to the main control board 300.
[0057] The payout control board 310 performs control for firing 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 capable of two-way communication. A game information output terminal board 312 is connected to this payout control board 310, and various information during 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.
[0058] Also, a payout motor 314 for paying out the game balls stored in the storage unit 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 a 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 grasp whether the bonus balls to be paid out have been paid out to the player.
[0059] 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 prize 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.
[0060] 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, after transmitting the tray full command, if the continuous input of the game ball detection signal stops, it is determined that the full state has been released, and a tray full release command is transmitted to the main control board 300.
[0061] Also, 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 the 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. Then, 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 the game ball.
[0062] The sub-control board 330 mainly controls various effects during gameplay, standby, etc. This sub-control board 330 is equipped with a sub-CPU 330a, a sub-ROM 330b, a sub-RAM 330c, and an RTC 330d, and is connected to the main control board 300 in a one-way communicable manner from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out the program stored in the sub-ROM 330b based on commands transmitted from the main control board 300, input signals from timers, etc., performs arithmetic processing, and controls the execution of effects. At this time, the sub-RAM 330c functions as a work area for data during the arithmetic processing of the sub-CPU 330a.
[0063] Specifically, the sub-control board 330 performs image display control to display an image on the main effect display unit 200a. A large number of various image data to be displayed on the main effect display unit 200a are stored in the sub-ROM 330b, and the sub-CPU 330a reads out the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display of the main effect display unit 200a.
[0064] In addition, the sub-control board 330 controls the movement of the effect accessory device 202, the lighting control of the effect lighting device 204, and performs 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, a predetermined effect is executed.
[0065] 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. In addition, 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.
[0066] Figure 6 is an address map of the memory area used by the main CPU 300a. In Figure 6, the addresses are shown in hexadecimal, and "H" indicates that it is in hexadecimal. As shown in Figure 6, the memory area used by the main CPU 300a includes the memory area (0000H to 2FFFH) assigned to the main ROM 300b and the memory area (F000H to F3FFH) assigned to the main RAM 300c.
[0067] The memory area of the main ROM 300b has a used area (0000H to 1A7AH) for storing programs and data for controlling the progress of the game, and an area other than the used area, which stores programs and data for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184), that is, an unused area (2000H to 2BFFH).
[0068] In the used 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 used area may not include the unused area (0A8AH to 0FFFH).
[0069] In the unused area of the main ROM 300b, there are provided a program area (2000H to 27FFH) for storing programs for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) for storing data other than these programs.
[0070] 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 is 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.
[0071] 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 outside 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 for displaying the performance display monitor 184 is being executed.
[0072] 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 a program for controlling the progress of the game. Note that the used area may exclude the unused area (F12BH to F1D7H).
[0073] 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 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.
[0074] 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).
[0075] In this way, in the main ROM 300b and the main RAM 300c, the used area used to control the progress of the game and the 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.
[0076] 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 a program for performing processes for tests defined by the game machine rules and processes for controlling the display of the performance display monitor 184 is being executed.
[0077] Note that the unused area provided between the used area and the unused area only needs to be at least 1 byte or more. From the perspective 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, it may be cleared at a predetermined timing from the perspective of preventing fraud.
[0078] Next, the game in the gaming machine 100 will be described in conjunction with various tables stored in the main ROM 300b.
[0079] As described above, the gaming machine 100 is a machine in which two types of games, a special game and a normal game, proceed in parallel, and the game progresses in either a non-time-saving game state or a time-saving game state as the game state when these two games are in progress.
[0080] Details of each gaming state will be described later. The non-time-limited gaming state is a gaming state in which the movable piece 122b is unlikely to be in the open state and it is difficult for the game balls 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 the open state than in the non-time-limited gaming state and it is easier for the game balls to enter the second starting port 122. The initial state of the gaming machine 100 is set to the non-time-limited gaming state.
[0081] When the player operates the operation handle 112 to launch a game ball into the game area 116 and the game ball flowing down in the game area 116 enters the first starting port 120 or the second starting port 122, a lottery (hereinafter referred to as the "big winning combination lottery") is conducted to determine whether to give the player a gaming profit. In this big winning combination lottery, when winning a minor hit, the big winning opening 128 is opened and a minor hit game is executed.
[0082] Although details will be described later, when a game ball enters the first starting port 120 or the second starting port 122, various random number values related to the big winning combination lottery (minor hit 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 number values is stored in the special pattern reservation storage area of the main RAM 300c. Hereinafter, the various random numbers stored in the special pattern reservation storage area when a game ball enters the first starting port 120 are collectively referred to as special reservation 1, and the various random numbers stored in the special pattern reservation storage area when a game ball enters the second starting port 122 are collectively referred to as special reservation 2.
[0083] The special pattern reservation storage area of the main RAM 300c includes a first special pattern reservation storage area and a second special pattern reservation storage area. The first special pattern reservation storage area has four storage parts (first to fourth storage parts). When a game ball enters the first starting port 120, the special reservation 1 is stored in the first storage part of the first special pattern reservation storage area in order.
[0084] For example, when a game ball enters the first start port 120, if no hold is stored in any of the first to fourth storage units in the first special drawing hold storage area, a special hold 1 is stored in the first storage unit. Also, for example, when a game ball enters the first start port 120 while special hold 1 is stored in the first to third storage units, the special hold 1 is stored in the fourth storage unit.
[0085] In addition, the second special drawing hold storage area has four storage units (first to fourth storage units). When a game ball enters the second start port 122, special hold 2 is stored in the first storage unit of the second special drawing hold storage area in order.
[0086] Note that the number of special holds 1 (X1) that can be stored in the first special drawing hold storage area is set to four. Also, the number of special holds 2 (X2) that can be stored in the second special drawing hold storage area is set to four. Therefore, for example, when a game ball enters the first start port 120 and four special holds 1 are already stored in the first special drawing hold storage area, no new special hold 1 will be stored due to the entry of the game ball into the first start port 120.
[0087] Fig. 7(a) is a diagram for explaining the small win determination random number determination table for special hold 1, and Fig. 7(b) is a diagram for explaining the small win determination random number determination table for special hold 2. When a game ball enters the first start port 120 or the second start port 122, one small win determination random number is obtained from the range of 0 to 65535. Then, according to the hold type read when starting the big winning combination lottery, the small win determination random number determination table is selected, and the big winning combination lottery is performed based on the selected small win determination random number determination table and the obtained small win determination random number.
[0088] When starting the big winning combination lottery for special hold 1, the small win determination random number determination table for special hold 1 is referred to. According to the small win determination random number determination table for special hold 1 shown in Fig. 7(a), when the small win determination random number is 20001 to 20206, it is determined as a small win, and when it is any other small win determination random number, it is determined as a loss. Therefore, the small win probability in this case is approximately 1 / 318.1.
[0089] When starting the major role lottery for the special second hold, the small winning determination random number determination table for the special second is referred to. According to the small winning determination random number determination table for the special second shown in Fig. 7(b), when the small winning determination random number is between 20001 and 21456, it is determined as a small win, and when it is other small winning determination random numbers, it is determined as a loss. Therefore, the small winning probability in this case is about 1 / 45.0.
[0090] Fig. 8 is a diagram for explaining the winning symbol random number determination table. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is obtained from within the range of 0 to 99. And when the determination result of "small win" is derived by the above major role lottery, the type of special symbol is determined by the obtained winning symbol random number and the winning symbol random number determination table.
[0091] At this time, when winning the "small win" by the special first hold, as shown in Fig. 8(a), the winning symbol random number determination table for the special first is selected. Also, when winning the "small win" by the special second hold, as shown in Fig. 8(b), the winning symbol random number determination table for the special second is selected. Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when the determination result of small win is obtained, is called the small winning symbol, and the special symbol determined when the determination result of loss is obtained is called the losing symbol.
[0092] According to the winning symbol random number determination table for the special first shown in Fig. 8(a) and the winning symbol random number determination table for the special second shown in Fig. 8(b), the type of special symbol (small winning symbol) is determined as shown in the figure according to the value of the obtained winning symbol random number.
[0093] On the one hand, when the big win lottery result is "a loss", if the lottery result is derived by Special 1 reservation, Special Symbol X is determined as a losing symbol without conducting a lottery. Also, when the big win lottery result is "a loss", if the lottery result is derived by Special 2 reservation, Special Symbol Y is determined as a losing symbol without conducting a lottery.
[0094] That is, the winning symbol random number determination table is referred to only when the big win lottery result is "a small win", and is not referred to when the big win lottery result is "a loss". Here, different small win symbols are determined in the winning symbol random number determination table for Special 1 and the winning symbol random number determination table for Special 2. However, the same small win symbol may be determined in both tables, or regardless of the reservation type, the type of special symbol (small win symbol) may be determined by referring to one winning symbol random number determination table.
[0095] FIG. 9 is a diagram for explaining the reach group determination random number determination table. A plurality of these reach group determination random number determination tables are provided, and a preset table is selected according to the reservation type, the number of reservations, the game state, the variation pattern selection state associated with the game state, etc. When a game ball enters the first start port 120 or the second start port 122, one reach group determination random number is acquired from within the range of 0 to 10006. As described above, when the big win lottery result is derived, a process of determining a variation effect pattern (variation mode number, variation pattern number) for notifying the big win lottery result is performed. In the present embodiment, when the big win lottery result is "a loss", in determining the variation effect pattern, first, the group type is determined by the reach group determination random number and the reach group determination random number determination table. The variation pattern selection state is defined as which table to refer to in determining the variation effect pattern, and is a concept set separately from the game state.
[0096] For example, when the game state is set to the non-time-limit game state and the "losing" big winning lottery result is derived based on the first special hold, if the number of holds (hereinafter simply referred to as the "number of holds") at the time of conducting the big winning lottery is 0, as shown in Fig. 9(a), the reach group determination random number determination table 1 is selected. Similarly, when the game state is set to the non-time-limit game state and the "losing" big winning lottery result is derived based on the first special hold, if the number of holds at the time of conducting the big winning lottery is 1, as shown in Fig. 9(b), the reach group determination random number determination table 2 is selected, and if the number of holds is 2 to 3, as shown in Fig. 9(c), the reach group determination random number determination table 3 is selected. In Fig. 9, the group x described in the column of group type indicates an arbitrary group number. Therefore, various group numbers are determined as the group type according to the acquired reach group determination random number and the type of the reach group determination random number determination table to be referred to.
[0097] Here, the reach group determination random number determination table referred to when the "losing" big winning lottery result is derived based on the first special hold in the non-time-limit game state has been described. However, the main ROM 300b stores many other reach group determination random number determination tables.
[0098] In addition, when the big winning lottery result is "small win", the group type is not determined when determining the variation effect pattern. That is, the reach group determination random number determination table is referred to only when the big winning lottery result is "losing", and is not referred to when the big winning lottery result is "small win".
[0099] FIG. 10 is a diagram for explaining a reach mode determination random number determination table. This reach mode determination random number determination table is roughly classified into a losing reach mode determination random number determination table selected when the major winning lottery result is "losing", and a small win reach mode determination random number determination table selected when the major winning lottery result is "small win". Note that the losing reach mode determination random number determination table is provided for each group type determined as described above, and the small win reach mode determination random number determination table is provided for each hold type.
[0100] 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 losing reach mode determination random number determination table for group x referred to in a predetermined game state and symbol type is shown in FIG. 10(a), an example of the small win reach mode determination random number determination table for special 1 is shown in FIG. 10(b), and an example of the small win reach mode determination random number determination table for special 2 is shown in FIG. 10(c).
[0101] 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 major winning lottery is "losing", as shown in FIG. 10(a), the losing reach mode determination random number determination table corresponding to the group type determined by the lottery of the above group type is selected, and based on the selected losing reach mode determination random number determination table and the reach mode determination random number, the variable mode number is determined.
[0102] Also, when the result of the above major winning lottery is "small win", as shown in FIGS. 10(b) and (c), the small win reach mode determination random number determination table corresponding to the read hold type is selected, and based on the selected small win reach mode determination random number determination table and the reach mode determination random number, the variable mode number is determined.
[0103] Also, in each reach mode determination random number determination table, a variation pattern random number determination table (to be described later) is associated with the reach mode determination random number along with the variation mode number. When the variation mode number is determined, the variation pattern random number determination table is determined simultaneously. In FIG. 10, 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 are determined. Also, in the present embodiment, the variation mode number and the variation pattern number (to be described later) are set in hexadecimal. In the following, when indicating hexadecimal, "H" is appended, but the ○○H described in FIGS. 10 to 12 indicates an arbitrary value represented in hexadecimal.
[0104] As described above, when the jackpot lottery result is "miss", first, the group type is determined by the reach group determination random number determination table shown in FIG. 9 and the reach group determination random number. Then, depending on the determined group type and the game state, the variation mode number and the variation pattern random number determination table are determined by the miss-time reach mode determination random number determination table shown in FIG. 10(a) and the reach mode determination random number.
[0105] On the other hand, when the jackpot lottery result is "small win", referring to the small-win-time reach mode determination random number determination table shown in FIG. 10 corresponding to the determined small-win symbol (type of special symbol), and using the reach mode determination random number, the variation mode number and the variation pattern random number determination table are determined.
[0106] FIG. 11 is a diagram for explaining the variation pattern random number determination table. Here, the variation pattern random number determination table x of a predetermined table number x is shown, but a number of variation pattern random number determination tables are provided for each table number.
[0107] When a game ball enters the first start port 120 or the second start port 122, a variable pattern random number within the range of 0 to 238 is obtained. Then, based on the variable pattern random number determination table determined simultaneously with the above variable mode number and the obtained variable pattern random number, the variable pattern number is determined as shown in the figure.
[0108] In this way, when the big winning lottery is conducted, the variable mode number and the variable pattern number are determined according to the big winning lottery result, the determined symbol type, the game state, the number of holds, the hold type, etc. These variable mode numbers and variable pattern numbers specify the variable effect pattern, and for each of them, the mode and time of the variable effect are associated.
[0109] FIG. 12 is a diagram for explaining the variable time determination table. 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. 12(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.
[0110] 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. 12(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 big winning lottery result, that is, the variable time.
[0111] When the variable mode number is determined as described above, a 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, a 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 a variable command.
[0112] FIG. 13 is a diagram for explaining a special electric accessory operation ram set table. The special electric accessory operation ram set table stores various data for controlling the minor hit game and the big winning game. During the minor hit game and the big winning game, the energization of the big winning port solenoid 128c is controlled with reference to this special electric accessory operation ram set table.
[0113] According to the 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 (number of round games executed during one minor hit game or big winning game), the number of opening / closing switches of the special electric accessory (number of times the big winning port 128 is opened during one round game), the solenoid energization time (energization time of the big winning port solenoid 128c for each number of times the big winning port 128 is opened, that is, the opening time of the big winning port 128 once), the specified number (maximum number of winnings possible for the big winning port 128 in one round game), the big winning port closing effective time (closing time of the big winning port 128 between round games, that is, the interval time between rounds), and the ending time (waiting time from the end of the last round game until the normal special game resumes) are stored in advance as shown in the figure as control data for the big winning game.
[0114] In this embodiment, when the special symbols Z1 to Z4, which are minor winning symbols, are determined, first, a minor winning game composed of one round of the game is executed. In this minor winning game, the opening and closing of the big winning opening 128 are repeatedly executed. Specifically, the big winning opening 128 is controlled to open and close in the order of 0.1-second opening (open 1), 3.0-second closing (close 1), 0.1-second opening (open 2), 1.0-second closing (close 2), 0.1-second opening (open 3), 1.0-second closing (close 3), and 0.1-second opening (open 4). As described above, in this embodiment, in the minor winning game executed when the special symbols Z1 to Z5 are determined, the case where the big winning opening 128 is opened up to 4 times at most in the first round is shown, but it is not limited thereto. For example, in the first round, the big winning opening 128 may be opened up to 10 times at most.
[0115] Here, a specific area 140b and a non-specific area 140c are provided inside the big winning opening 128, and the game balls that enter the big winning opening 128 will surely enter the specific area 140b or the non-specific area 140c. Then, in the minor winning game, when the game ball that enters the big winning opening 128 enters the specific area 140b, a big winning combination game in which the big winning opening 128 is opened is executed following the minor winning game. In this big winning combination game, nine rounds of the game (from 2R to 10R) are executed.
[0116] FIG. 14 is a diagram for explaining the opening and closing mode of the big winning opening 128 and the opening and closing mode of the specific area 140b by the movable member 142. As shown in FIG. 14, in the minor winning game in which the big winning opening 128 is opened, the movable member 142 opens the specific area 140b for a moment (about 0.1 second) simultaneously with the opening of the big winning opening 128, then maintains the specific area 140b in a closed state for a predetermined time, and then maintains the specific area 140b in an open state again.
[0117] Specifically, as shown in FIG. 14, when the special symbols Z1 to Z4 are determined and the small hit game is executed, in the small hit game, the big winning opening 128 is opened a total of four times. Therefore, the game balls that enter the big winning opening 128 simultaneously with the first opening of the big winning opening 128 may not be able to enter the specific area 140b, but in the second and subsequent openings of the big winning opening 128, the game balls that enter the big winning opening 128 can surely enter the specific area 140b. Although detailed description is omitted, a structure for decelerating the game balls rolling on the big winning opening 128 is provided above the big winning opening 128. If the game balls are appropriately launched into the second game area 116b from the start of the small hit game, the game balls will surely enter the specific area 140b.
[0118] In addition, if an unexpected situation occurs, such as a game ball getting stuck in the big winning opening 128 or the game ball staying in the big winning opening 128 for a long time for some reason, there is a possibility that the game ball will not enter the specific area 140b in the small hit game. Therefore, in this specification, for the sake of easy understanding, the words "certainly" and "surely" are used in the description, but this is based on the premise that the state of the gaming machine 100 is in an appropriate state when the game progresses and no unexpected situation has occurred, and it does not mean 100% physically.
[0119] FIG. 15 is a diagram for explaining a game state setting table for setting the game state after the end of the big winning combination game, and FIG. 16 is a diagram for explaining the time-saving state flag. When winning the double big hit in the small hit game as described above, the game state is set according to the type of the winning special symbol and the game state at the time of winning.
[0120] Here, as game states, a non-time-limit game state and a time-limit game state are provided. The non-time-limit game state is the initial state of the gaming machine 100, and the time-limit game state is a state in which the second start port 122 is more likely to open than in the non-time-limit game state. That is, for each game state, opening conditions for opening the second start port 122 are set, and for the time-limit game state, opening conditions are set such that the second start port 122 is more likely to open than in the non-time-limit game state.
[0121] Also, when the game state after a big-win game is set to the time-limit game state, time-limit end conditions for ending the time-limit game state are also set. Here, as the time-limit end conditions, a special 1 time-limit count, a special 2 time-limit count, a special 1 small win time-limit end operation count, and a special 2 small win time-limit end operation count are provided.
[0122] The special 1 time-limit count is the number of times of symbol variation processing (hereinafter referred to as special 1 variation) based on a special 1 hold. And the special 1 time-limit count is subtracted each time the big-win lottery result based on the special 1 hold is determined in the time-limit game state, and when the remaining number of the special 1 time-limit count becomes 0, the game state is changed to the non-time-limit game state. That is, the special 1 time-limit count is subtracted only when the big-win lottery result based on the special 1 hold is determined.
[0123] The special 2 time-limit count is the number of times of symbol variation processing (hereinafter referred to as special 2 variation) based on a special 2 hold. And the special 2 time-limit count is subtracted each time the big-win lottery result based on the special 2 hold is determined in the time-limit game state, and when the remaining number of the special 2 time-limit count becomes 0, the game state is changed to the non-time-limit game state. That is, the special 2 time-limit count is subtracted only when the big-win lottery result based on the special 2 hold is determined.
[0124] The number of times of ending the short-time operation for Special 1 small wins is the number of times of winning a small win based on the Special 1 hold in the short-time game state, or the number of times of winning a small win and executing a small win game. And the number of times of ending the short-time operation for Special 1 small wins is subtracted each time the big winning lottery result of the small win based on the Special 1 hold is determined in the short-time game state. When the remaining number of times of ending the short-time operation for Special 1 small wins becomes 0, the game state is changed to a non-short-time game state. That is, the number of times of ending the short-time operation for Special 1 small wins is subtracted only when the big winning lottery result of the small win based on the Special 1 hold is determined.
[0125] The number of times of ending the short-time operation for Special 2 small wins is the number of times of winning a small win based on the Special 2 hold in the short-time game state, or the number of times of winning a small win and executing a small win game. And the number of times of ending the short-time operation for Special 2 small wins is subtracted each time the big winning lottery result of the small win based on the Special 2 hold is determined in the short-time game state. When the remaining number of times of ending the short-time operation for Special 2 small wins becomes 0, the game state is changed to a non-short-time game state. That is, the number of times of ending the short-time operation for Special 2 small wins is subtracted only when the big winning lottery result of the small win based on the Special 2 hold is determined.
[0126] When any one of these 4 short-time ending conditions is satisfied, the short-time game state ends and the game state shifts to a non-short-time game state.
[0127] As described above, when the game state is set to the short-time game state, short-time ending conditions are set. However, different short-time ending conditions are set for the common short-time game state depending on the type of special symbol and the game state at the time of winning a small win. In the main control board 300, short-time game states with different set short-time ending conditions are managed as different game states. Here, 3 short-time game states with the same game progress conditions but different short-time ending conditions are provided. These 3 short-time game states are called the lower mode, the upper mode, and the top mode, respectively.
[0128] These three modes all have the same winning probability for small wins and the same opening conditions for the second start port 122, but the time-saving end conditions are different from each other. Compared with the lower modes, the upper modes are less likely to meet the time-saving end conditions. And compared with the upper modes, the topmost mode is even less likely to meet the time-saving end conditions. Therefore, among the time-saving game states, the topmost mode offers the highest degree of advantage to the player, while the lower modes offer the lowest degree of advantage to the player.
[0129] In the main control board 300, the current game state is managed by the time-saving state flag. That is, the time-saving state flag identifies the current game state, and the game state is set according to the setting of the time-saving state flag. As shown in FIG. 16, in this embodiment, when the time-saving state flag = 00H is set, the game state is a non-time-saving game state. Also, when it is during the lower mode and other than the final variation in the lower mode, the time-saving state flag = 01H is set. Similarly, when it is during the topmost mode and other than the final variation in the topmost mode, the time-saving state flag = 03H is set, and when it is during the upper mode and other than the final variation in the upper mode, the time-saving state flag = 04H is set. Also, at the time of the final variation in the lower mode, upper mode, and topmost mode, the time-saving state flag = 02H is set.
[0130] That is, in the main control board 300, the final variation of the time-saving game state when the remaining number of special 1 time-saving times or special 2 time-saving times is updated from 1 to 0 is managed as a game state different from that in the case of other variation times. Hereinafter, the state where the time-saving state flag = 02H is set is referred to as the time-saving final variation state.
[0131] Then, as shown in FIG. 15, in the small win game executed when winning a small win, when winning a double big win, the mode (time-saving end condition) is set as follows based on the game state at the time of winning the small win and the type of small win symbol.
[0132] That is, when the special symbol Z1 is determined as the minor winning symbol, regardless of the game state at the time of minor winning, the game state after the big winning game is set to the lower mode (01H). As shown in FIG. 15, as the time shortening end condition of the lower mode, the special 1 time shortening count is set to 6 times, the special 2 time shortening count is set to 20 times, the special 1 minor winning time shortening end operation count is set to 2 times, and the special 2 minor winning time shortening end operation count is set to 1 time.
[0133] Also, when the special symbol Z2 is determined as the minor winning symbol, regardless of the game state at the time of minor winning, the game state after the big winning game is set to the non-time shortening game state (00H).
[0134] Also, when the special symbol Z3 is determined as the minor winning symbol, the game state is set as follows according to the game state at the time of minor winning. That is, when the game state at the time of minor winning is the non-time shortening game state (00H), the game state after the big winning game is set to the lower mode (01H). Also, when the game state at the time of minor winning is the lower mode (01H), the game state after the big winning game is also set to the lower mode (01H).
[0135] Also, when the game state at the time of minor winning is the time shortening final variation state (02H), the game state after the big winning game is set to the uppermost mode (03H). As shown in FIG. 15, as the time shortening end condition of the uppermost mode, the special 1 time shortening count is set to 10000 times, the special 2 time shortening count is set to 10000 times, the special 1 minor winning time shortening end operation count is set to 2 times, and the special 2 minor winning time shortening end operation count is set to 100 times. Note that the special 2 minor winning time shortening end operation count may be set to 0 times, or the special 2 minor winning time shortening end operation count may not be set. Although it will be described in detail later, even in this case, according to the processing in the main control board 300 described later, the time shortening end condition based on the special 2 minor winning time shortening end operation count will not be substantially satisfied.
[0136] Also, when the game state at the time of a minor win is the top mode (03H) or the upper mode (04H), the game state after a big winning game is set to the upper mode (04H). As shown in FIG. 15, as the time limit end conditions for the upper mode, the special 1 time limit count is set to 6 times, the special 2 time limit count is set to 72 times, the special 1 minor win time limit end operation count is set to 2 times, and the special 2 minor win time limit end operation count is set to 1 time.
[0137] Also, when the special symbol Z4 is determined as the minor winning symbol, the game state is set as follows according to the game state at the time of the minor win. That is, when the game state at the time of the minor win is the non-time limit game state (00H), the game state after the big winning game is set to the lower mode (01H).
[0138] Also, when the game state at the time of the minor win is the lower mode (01H) or the time limit final variation state (02H), the game state after the big winning game is set to the top mode (03H). Also, when the game state at the time of the minor win is the top mode (03H) or the upper mode (04H), the game state after the big winning game is set to the upper mode (04H).
[0139] FIG. 17 is a diagram for explaining the winning determination random number determination table. When the game ball flowing down the game area 116 passes through the gate 124, a determination process of a normal symbol (hereinafter referred to as "normal symbol lottery") in which whether or not to energize and control the movable piece 122b of the second start port 122 is associated is performed.
[0140] Incidentally, although details will be described later, when a game ball passes through gate 124, one winning determination random number is acquired from within the range of 0 to 99, and this random number value is stored in the general pattern hold memory area of main RAM 300c up to a maximum of four. That is, the general pattern hold memory area includes four storage units for saving the winning determination random number. Therefore, when a game ball passes through gate 124 in a state where the winning determination random number is stored in all four storage units of the general pattern hold memory area, the winning determination random number is not stored based on the passage of the game ball. Hereinafter, the winning determination random number that passes through gate 124 by a game ball and is stored in the general pattern hold memory area is referred to as general pattern hold.
[0141] When starting the general pattern lottery in the non-time-limited game state, as shown in Fig. 17(a), the winning determination random number determination table for the non-time-limited game state is referred to. According to this winning determination random number determination table for the non-time-limited game state, when the winning determination random number is 0, the winning symbol is determined as the type of the normal symbol, and when the winning determination random number is 1 to 99, the losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the winning symbol in the non-time-limited game state, that is, the winning probability, is 1 / 100. As will be described in detail later, when the winning symbol is determined in this general pattern lottery, the second start port 122 is controlled to the open state, and when the losing symbol is determined, the second start port 122 is maintained in the closed state.
[0142] Also, when starting the general pattern lottery in the time-limited game state, as shown in Fig. 17(b), the winning determination random number determination table for the time-limited game state is referred to. According to this winning determination random number determination table for the time-limited 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-limited game state, that is, the winning probability, is 99 / 100.
[0143] FIG. 18(a) is a diagram for explaining the normal symbol variation time data table, and FIG. 18(b) is a diagram for explaining the opening / closing control pattern table. 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-short game state, the variation time is determined to be 10 seconds, and when the game state is set to the time-short 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.
[0144] 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. 18(b). Actually, 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.
[0145] When the winning symbol is determined, as shown in FIG. 18(b), the second start port 122 is controlled to open and close with reference to the opening / closing control pattern table. According to this opening / closing control pattern table, the non-prize release pre-time (waiting time until the opening of the second start port 122 starts), the maximum number of opening / closing switches of the normal electric accessory (number of times the second start port 122 opens), the solenoid energization time (energization time of the normal electric accessory solenoid 122c for each opening of the second start port 122, that is, the opening time of the second start port 122 for one time), the specified number (maximum number of winning possibilities for the second start port 122 during all openings of the second start port 122), the non-prize closing effective time (closing time between each opening of the second start port 122, that is, the rest time), the non-prize effective state time (waiting time from the end of the last opening of the second start port 122), and the non-prize end wait time (waiting time until the variable display of the normal symbol described later resumes after the elapse of the non-prize effective state time) are stored in advance as control data for the second start port 122 for each game state as shown in the figure.
[0146] In this way, for the non-time-limited game state and the time-limited game state, the opening / closing control conditions for opening and closing the second start port 122 are respectively associated as game progress conditions. In the time-limited game state, it is easier for game balls to enter the second start port 122 than in the non-time-limited game state. That is, in the time-limited game state, as long as the game ball passes through the gate 124, the normal symbol lottery is continuously conducted, and the second start port 122 is frequently in the open state. Therefore, the player can conduct the big winning lottery while reducing the consumption of game balls.
[0147] Note that the opening and closing conditions of the second start port 122 define three elements: the winning probability of the normal symbol, the time of the variable display of the normal symbol, and the opening time of the second start port 122. In this embodiment, in two of these elements, the short-time game state is set more favorably than the non-short-time game state, so that the short-time game state is set such that game balls are more likely to enter the second start port 122 than in the non-short-time game state. However, for one or three of the above three elements, the short-time game state may be set more favorably than the non-short-time game state. In any case, by making the short-time game state more advantageous than the non-short-time game state for at least one element, the short-time game state can be made such that game balls more easily enter the second start port 122 than in the non-short-time game state. That is, when the game state is set to the non-short-time game state, the movable piece 122b is opened and closed under control according to the first condition, and when the game state is set to the short-time game state, the movable piece 122b is opened and closed under control according to a second condition that is more likely to be in the open state than the first condition.
[0148] FIG. 19 is a diagram for explaining the game properties according to this embodiment. In the following, mainly the case where the player appropriately fires the game ball and the game progresses according to the original game properties, that is, the case where the game continues normally, will be described, and the case where an irregular situation occurs will basically be omitted from the description. Note that the case where the game continues normally means the case where the player plays the game according to the original game properties and no irregular situations such as various errors or game stops occur.
[0149] The initial state of the gaming machine 100 is the non-time-limit gaming state (00H), and the player starts the game in the non-time-limit gaming state as shown in Fig. 19(1). In the non-time-limit gaming state, since the second start port 122 hardly opens, the player performs a so-called left shot to launch the game ball toward the first gaming area 116a and makes the game ball enter the first start port 120. That is, the hold mainly to be varied (hereinafter referred to as the target hold) is set to the special hold 1. Therefore, in the non-time-limit gaming state, the player plays the game while expecting to win a minor hit by the special hold 1. Note that in the non-time-limit gaming state, the winning probability of a minor hit based on the special hold 1 is set to approximately 1 / 318.1.
[0150] In the non-time-limit gaming state, when winning a minor hit by the special hold 1, with a 70% probability, the special symbol Z1 is determined as the minor hit symbol, and a minor hit game based on the special symbol Z1 is executed. In this minor hit game, since the game ball can enter the specific area 140b, a big winning game is executed following the minor hit game. At this time, in this embodiment, the player can obtain a total of 1500 prize balls in the minor hit game and the big winning game. And since the gaming state at the time of winning is the non-time-limit gaming state, as shown in Fig. 19(2), the gaming state after the big winning game is set to the lower mode (01H).
[0151] Also, in the non-time-limit gaming state, when winning a minor hit by the special hold 1, with a 30% probability, the special symbol Z2 is determined as the minor hit symbol, and a minor hit game based on the special symbol Z2 is executed. In this minor hit game, since the game ball can enter the specific area 140b, a big winning game is executed following the minor hit game. At this time, in this embodiment, the player can obtain a total of 1500 prize balls in the minor hit game and the big winning game. And since the gaming state at the time of winning is the non-time-limit gaming state, the gaming state after the big winning game is set to the non-time-limit gaming state again.
[0152] In the lower mode shown in (2) of FIG. 19, by allowing the game ball to pass through gate 124, the second start port 122 is frequently opened. Since gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right shot to let the game ball flow down into the second game area 116b and makes the game ball enter the second start port 122. That is, in the lower mode where the target hold is set to the special hold 2, the game is played while expecting to win a minor hit by the special hold 2.
[0153] In the lower mode, the winning probability of a minor hit based on the special hold 2 is set to about 1 / 45. However, as a time-saving end condition, the lower mode is set such that the special hold 1 time-saving count is 6 times, the special hold 2 time-saving count is 20 times, the special hold 1 minor hit time-saving end operation count is 2 times, and the special hold 2 minor hit time-saving end operation count is 1 time. Therefore, it can be said that the lower mode aims to win a minor hit in the major winning lottery based on 20 special holds 2.
[0154] In the lower mode, when winning a minor hit by the special hold 2, with a 70% probability, the special symbol Z3 is determined as the minor hit symbol, and a minor hit game based on the special symbol Z3 is executed. In this minor hit game, since the game ball can enter the specific area 140b, a major winning game is executed following the minor hit game. At this time, in this embodiment, the player can obtain a total of 1500 prize balls in the minor hit game and the major winning game. And since the game state at the time of winning is the lower mode, as shown in (2) of FIG. 19, the game state after the major winning game is set to the lower mode (01H) again.
[0155] Also, in the lower mode, if a small win is selected by the special 2 hold, there is a 30% probability that the special symbol Z4 is determined as the small win symbol, and a small win game based on the special symbol Z4 is executed. In this small win game, since the game ball can enter the specific area 140b, a big winning game is executed following the small win game. At this time, in the present embodiment, the player can obtain a total of 1500 prize balls in the small win game and the big winning game. And since the game state at the time of winning is the lower mode, as shown in (3) of FIG. 19, the game state after the big winning game is set to the topmost mode (03H).
[0156] Note that at the final variation in the lower mode, that is, at the start of the 20th special 2 variation, internally, as shown in (2A) of FIG. 19, it shifts to the time shortening final variation state (02H). When winning a small win in the time shortening final variation state, in other words, when winning a small win by the special 2 hold in the final variation in the lower mode, regardless of the type of the small win symbol, the game state after the big winning game is set to the topmost mode (03H).
[0157] In the topmost mode shown in (3) of FIG. 19, by passing the game ball through the gate 124, the second start port 122 is frequently opened. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right hit to let the game ball flow down into the second game area 116b and enters the game ball into the second start port 122. That is, the target hold in the topmost mode is the special 2 hold.
[0158] In the topmost mode, the winning probability of a small win based on the special 2 hold is set to about 1 / 45. Also, as the time shortening end conditions, the special 1 time shortening count is set to 10000 times, the special 2 time shortening count is set to 10000 times, the special 1 small win time shortening end operation count is set to 2 times, and the special 2 small win time shortening end operation count is set to 100 times. Therefore, it can be said that the topmost mode is substantially a state where winning of a small win and two types of big wins are approximately guaranteed, in other words, a state where obtaining 1500 game balls is approximately guaranteed.
[0159] In the top mode, if a small win is selected by the special 2 hold, the player can obtain a total of 1,500 prize balls in the small win game and the big winning game. And since the game state at the time of winning is the top mode, regardless of the type of small win symbol, as shown in (4) of FIG. 19, the game state after the big winning game is set to the upper mode (04H).
[0160] In the upper mode shown in (4) of FIG. 19, by passing the game ball through gate 124, the second start port 122 is frequently opened. Since gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right hit to let the game ball flow down into the second game area 116b and make the game ball enter the second start port 122. That is, in the upper mode where the target hold is set to the special 2 hold, the player will play the game while expecting to win a small win by the special 2 hold.
[0161] In the upper mode, the winning probability of a small win based on the special 2 hold is set to about 1 / 45. However, the upper mode is set with the time-saving end conditions that the special 1 time-saving count is 6 times, the special 2 time-saving count is 72 times, the special 1 small win time-saving end operation count is 2 times, and the special 2 small win time-saving end operation count is 1 time. Therefore, it can be said that the upper mode is in a state aiming to win a small win in the big winning lottery based on 72 special 2 holds.
[0162] In the upper mode, if a small win is selected by the special 2 hold, the player can obtain a total of 1,500 prize balls in the small win game and the big winning game. And since the game state at the time of winning is the upper mode, regardless of the type of small win symbol, as shown in (4) of FIG. 19, the game state after the big winning game is reset to the upper mode (04H).
[0163] Note that at the time of the final variation in the upper mode, that is, at the start of the 72nd special 2 variation, internally, as shown in (4A) of FIG. 19, it has shifted to the short-time final variation state (02H). When winning a small hit in the short-time final variation state, in other words, when winning a small hit by retaining special 2 in the final variation in the upper mode, regardless of the type of small hit symbol, the game state after a big role game is set to the topmost mode (03H).
[0164] Note that if not winning a small hit in the short-time final variation state (02H) shown in (2A) and (4A) of FIG. 19, it is a so-called short-time escape, and the game state is set to a non-short-time game state.
[0165] Next, the main processes of the main control board 300 accompanying the progress of the game in the gaming machine 100 will be described.
[0166] FIG. 20 is a diagram for explaining the gaming machine state flag. In the main control board 300, whether the game can be progressed is managed by the gaming machine state flag. The gaming machine state flag has a plurality of flag values, and in the power-on state, one of the flag values is set. Here, the flag values of the gaming machine state flag include six types of flag values from 00H to 06H. 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 controlled to progress, and when the gaming machine state flag is other than 00H, the game is stopped.
[0167] A flag value of 01H for the gaming machine status flag indicates a setting change state, and when the gaming machine status flag is 01H, it is possible to change the registered setting value. A flag value of 02H for the gaming machine status flag indicates a setting confirmation state, and when the gaming machine status flag is 02H, the registered setting value can be confirmed by displaying it on the performance display monitor 184, for example. A flag value of 03H for the gaming machine status flag indicates a setting abnormality state, and when the gaming machine status flag is 03H, the registered setting value is considered abnormal and game play is stopped. A flag value of 04H for the gaming machine status flag indicates a RAM abnormality state, and when the gaming machine status flag is 04H, game play is stopped. A flag value of 05H for the gaming machine status flag indicates a checksum abnormality state, and when the gaming machine status flag is 05H, game play is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and processing according to the gaming machine status flag is performed.
[0168] The flag value of the gaming machine status flag = 06H indicates an abnormality detection state, and when the gaming machine status flag is 06H, play is stopped. When an abnormality detection signal is input from each of the abnormality detection sensors 174s to the main control board 300, it is determined that an abnormality detection state has occurred, and the flag value of the gaming machine status flag is updated to 06H. When the flag value of the gaming machine status flag is updated to 06H, subsequent play is stopped.
[0169] In this embodiment, specific conditions are set for canceling the abnormality detection state. The main control board 300 stops gameplay when an abnormality detection signal is input from any of the abnormality detection sensors 174s, i.e., when an error occurs, and allows gameplay to resume when specific conditions are met during the abnormality detection state. The specific conditions include the passage of a predetermined time (e.g., 30 seconds) since the occurrence of the error, the detection of operation of the RAM clear button, i.e., the input of a RAM clear operation signal from the RAM clear switch 182s, and the absence of an error, i.e., the input of an abnormality detection signal from each of the abnormality detection sensors 174s.
[0170] In addition, when an abnormality detection signal is input only once from each abnormality detection sensor 174s, the elapsed time since the occurrence of the error is equal to the elapsed time since the occurrence of the error was last detected. On the other hand, an abnormality detection signal may be continuously or intermittently input from each abnormality detection sensor 174s. In this case, the elapsed time since the occurrence of the error is different from the elapsed time since the occurrence of the error was last detected. Thus, when the occurrence of an error is continuously detected, if the RAM clear button is operated after a predetermined time (for example, 30 seconds) has elapsed after the detection of the error has ended, the game can be restarted.
[0171] (CPU Initialization Process of Main Control Board 300) FIG. 21 is a first flowchart for explaining the CPU initialization process in the main control board 300, and FIG. 22 is a second flowchart for explaining the CPU initialization process in the main control board 300.
[0172] 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).
[0173] (Step S100-1) In response to the power-on, the main CPU 300a reads a startup program from the main ROM 300b as an initial setting process and performs setting processes necessary for executing various processes.
[0174] (Step S100-3) The main CPU 300a sets a wait processing time in the timer counter.
[0175] (Step S100-5) The main CPU 300a determines whether it is detecting a power-off warning signal. Note that a power-off detection circuit is provided on the main control board 300, and when the power supply voltage drops below a predetermined value, a power-off warning signal is output from the power-off detection circuit. If the power-off warning signal is being detected, the process moves to step S100-3 above. If the power-off warning signal is not being detected, the process moves to step S100-7.
[0176] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 above has elapsed. As a result, if it is determined that the wait time has elapsed, the process moves to step S100-9. If it is determined that the wait time has not elapsed, the process moves to step S100-5 above.
[0177] (Step S100-9) The main CPU 300a executes the processes necessary to permit access to the main RAM 300c.
[0178] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine status flag before power-off into the D register.
[0179] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum saved at the time of 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 moves to step S100-15. If it is determined that either one or both are not normal, the process moves to step S100-25.
[0180] (Step S100-15) The main CPU 300a sets an address that does not include the set value and the gaming machine status flag at the start address of the area to be cleared in the main RAM 300c.
[0181] (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.
[0182] (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), the setting change switch 180s is on, and 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.
[0183] (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.
[0184] (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 the process proceeds to step S100-49.
[0185] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0186] (Step S100-27) The main CPU 300a performs an out-of-area read / write check process for checking and clearing the read / write memory in the unused area.
[0187] (Step S100-29) The main CPU 300a sets an address including the set value and the gaming machine state flag at the head address of the area to be cleared in the main RAM 300c.
[0188] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the used area.
[0189] (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 proceeds to step S100-37, and if it is determined to be abnormal, the process proceeds to step S100-35.
[0190] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and transfers the process to step S100-45.
[0191] (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 proceeds to step S100-39, and if it is determined that 02H is not set, the process proceeds to step S100-41.
[0192] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0193] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. As a result, if it is determined that the setting change conditions are met, the process proceeds to step S100-43, and if it is determined that the setting change conditions are not met, the process proceeds 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.
[0194] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.
[0195] (Step S100-45) The main CPU 300a saves the value set in the D register to the gaming machine state flag.
[0196] (Step S100-47) The main CPU 300a executes an initialization process to clear the clear target during RAM clear in the main RAM 300c, and transfers the process to step S100-49.
[0197] (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.
[0198] (Step S100-51) The main CPU 300a loads the gaming machine state flag.
[0199] (Step S100-53) The main CPU 300a determines whether the gaming machine state flag loaded in step S100-51 is 00H (playable state). As a result, if it is determined to be 00H, the process proceeds to step S110, and if it is determined not to be 00H, the process proceeds to step S100-55.
[0200] (Step S110) The main CPU 300a performs sub-command group setting processing. Note that the sub-command group setting processing will be described later.
[0201] (Step S100-55) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330.
[0202] (Step S100-57) The main CPU 300a sets the period of the timer interrupt.
[0203] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0204] (Step S100-61) The main CPU 300a updates the winning symbol random number initial value update random number. The winning symbol random number initial value update random number is for determining the initial value and the end value of the winning symbol random number. That is, when the winning symbol random number makes one round from the winning symbol random number initial value update random number to the winning symbol random number initial value update random number - 1 by the winning symbol random number update process described later, the winning symbol random number is updated to the winning symbol random number initial value update random number at that time.
[0205] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the payout control board 310 and executes various processes according to the received data.
[0206] (Step S100-65) The main CPU 300a performs processing to transmit the sub-commands stored in the transmission buffer to the sub-control board 330.
[0207] (Step S100-67) The main CPU 300a performs processing to permit interrupts.
[0208] (Step S100-69) The main CPU 300a updates the reach group determination random number, the reach mode determination random number, and the variation pattern random number, and thereafter repeats the processing from the above step S100-59. Hereinafter, the reach group determination random number, the reach mode determination random number, and the variation pattern random number for determining the variation effect pattern are collectively referred to as the variation effect random numbers.
[0209] FIG. 23 is a flowchart for explaining the sub-command group setting process (S110) in the main control board 300.
[0210] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine state flag.
[0211] (Step S110-3) The main CPU 300a performs sub-command setting processing for transmitting a predetermined command to the sub-control board 330.
[0212] (Step S110-5) The main CPU 300a performs model command setting processing for setting a model command indicating the model information of the gaming machine 100 in the transmission buffer.
[0213] (Step S110-7) The main CPU 300a performs set value designation command setting processing for setting a set value designation command indicating the registered set value in the transmission buffer.
[0214] (Step S110-9) The main CPU 300a performs a special drawing 1 reservation designation command setting process for setting a special drawing 1 reservation designation command indicating the special 1 reservation number in the transmission buffer.
[0215] (Step S110-11) The main CPU 300a performs a special drawing 2 reservation designation command setting process for setting a special drawing 2 reservation designation command indicating the special 2 reservation number in the transmission buffer.
[0216] (Step S110-13) The main CPU 300a performs a number command setting process for setting a number command indicating the remaining number of times in the short-time game state in the transmission buffer.
[0217] (Step S110-15) The main CPU 300a performs a variable pattern selection state designation command setting process for setting a variable pattern selection state designation command indicating the variable pattern selection state in the transmission buffer.
[0218] (Step S110-17) The main CPU 300a performs a special drawing phase designation command setting process for setting a special drawing phase designation command indicating the special game management phase in the transmission buffer. Note that the special game management phase will be described later.
[0219] (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.
[0220] (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.
[0221] Next, the interrupt processing in the main control board 300 will be described. Here, the power-off evacuation process (XINT interrupt processing) and the timer interrupt processing will be described.
[0222] (Power-off evacuation process (XINT interrupt processing) of the main control board 300) FIG. 24 is a flowchart for explaining the power-off evacuation process (XINT interrupt processing) in the main control board 300. 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 evacuation process.
[0223] (Step S300-1) When a power-off warning signal is input, the main CPU 300a saves the registers.
[0224] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0225] (Step S300-5) 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 S300-11, and if it is determined that the power-off warning signal is not detected, the process proceeds to step S300-7.
[0226] (Step S300-7) The main CPU 300a restores the registers.
[0227] (Step S300-9) The main CPU 300a performs a process for enabling interrupts and ends the power-off evacuation process.
[0228] (Step S300-11) The main CPU 300a executes an output port clear process for stopping the output of the output port.
[0229] (Step S300-13) The main CPU 300a executes a checksum setting process for calculating and storing a checksum.
[0230] (Step S300-15) The main CPU 300a executes a RAM protection setting process necessary to prohibit access to the main RAM 300c.
[0231] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections as the counter value of the loop counter to set the power-off occurrence monitoring time.
[0232] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0233] (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 moves to Step S300-17, and if it is determined that the power-off warning signal is not detected, the process moves to Step S300-23.
[0234] (Step S300-23) The main CPU 300a subtracts 1 from the value of the loop counter set in Step S300-17.
[0235] (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 moves to Step S300-19, and if it is determined that the counter value is 0, the process moves to the above-described CPU initialization process (Step S100).
[0236] In the case where a power failure actually occurs, the operation of the gaming machine 100 stops while steps S300-17 to S300-25 are in a loop.
[0237] (Timer interrupt processing of the main control board 300) FIG. 25 is a flowchart for explaining the timer interrupt processing in the main control board 300. The main control board 300 is provided with a reset clock pulse generation circuit that generates clock pulses every predetermined period (4 milliseconds in this 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 processing (step S100), and the following timer interrupt processing is executed.
[0238] (Step S400-1) The main CPU 300a saves the registers.
[0239] (Step S400-3) The main CPU 300a performs processing for enabling interrupts.
[0240] (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 for controlling the lighting of 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, the right hit notification display 172, and the performance display monitor 184.
[0241] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing for accurately obtaining the latest switch state.
[0242] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.
[0243] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). As a result, if it is determined to be 00H, the process proceeds to step S400-15, and if it is determined not to be 00H, the process proceeds to step S400-13.
[0244] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is 03H (setting abnormal state) or more. As a result, if it is determined to be 03H or more, the process proceeds to step S400-27, and if it is determined not to be 03H or more, the process proceeds to step S450.
[0245] (Step S450) The main CPU 300a executes setting-related processing and proceeds to step S400-27. Note that the setting-related processing will be described later.
[0246] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, except in cases where otherwise noted, the various timer counters are decremented each time the timer interrupt processing of the main control board 300 occurs, and the decrement stops when they reach 0.
[0247] (Step S400-17) The main CPU 300a executes update processing for the initial value update random number for the winning symbol random number, similar to step S100-61 above.
[0248] (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, and if 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.
[0249] Incidentally, although detailed description is omitted, in this embodiment, the small hit determination random number and the hit 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 small hit determination random number and the hit determination random number according to a certain rule, automatically changes the random number sequence every time the random number sequence makes a round, and changes the start value every time the system is reset.
[0250] (Step S500) The main CPU 300a executes switch management processing for determining whether a signal has been input from the first start port detection switch 120s, the second start port detection switch 122s, the gate detection switch 124s, the big winning port detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management processing will be described later.
[0251] (Step S600) The main CPU 300a executes special game management processing for controlling the progress of the above special game. Details of this special game management processing will be described later.
[0252] (Step S700) The main CPU 300a executes normal game management processing for controlling the progress of the above normal game. Details of this normal game management processing will be described later.
[0253] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results.
[0254] (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, and the big winning port detection switch 128s, and executes winning port switch processing for adding a corresponding counter for prize ball control and the like.
[0255] (Step S400-25) The main CPU 300a executes a payout control management process 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 and the like.
[0256] (Step S800) The main CPU 300a executes a state management process for managing the gaming machine state flag based on the presence or absence of signal input from each abnormality detection sensor 174s or the door open detection sensor 176s. Details of this state management process will be described later.
[0257] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output to the outside from the game information output terminal board 312.
[0258] (Step S400-29) The main CPU 300a executes an LED display setting process for setting display data for controlling the 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 output buffer corresponding to each common.
[0259] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process for synthesizing the solenoid output images of the normal electric accessory solenoid 122c, the big winning opening solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.
[0260] (Step S400-33) The main CPU 300a executes a port output process for outputting the value of the common output buffer stored in each output port buffer to the output port.
[0261] (Step S400-35) The main CPU 300a performs processing to prohibit interrupts.
[0262] (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 executes performance display monitor control processing to set the calculated common data for displaying the base ratio on the performance display monitor 184 in the common output buffer. In the performance display monitor control processing, the base ratio is calculated every predetermined period. Here, the base ratio for the current period and the base ratio for the previous period may be alternately displayed on the performance display monitor 184 every predetermined time. Also, the base ratio displayed on the performance display monitor 184 may be switched according to a predetermined operation.
[0263] (Step S400-39) The main CPU 300a restores the registers and ends the timer interrupt process.
[0264] FIG. 26 is a flowchart for explaining the above setting-related process (S450).
[0265] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine state 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.
[0266] (Step S450-3) The main CPU 300a loads the registered setting value stored in the setting value buffer into a predetermined processing area.
[0267] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s has been pressed (whether a RAM clear operation signal has been input). As a result, if it is determined that the RAM clear switch 182s has been pressed, the process moves to step S450-7; if it is determined that the RAM clear switch 182s has not been pressed, the process moves to step S450-9.
[0268] (Step S450-7) The main CPU 300a adds 1 to the set value in the processing area.
[0269] (Step S450-9) The main CPU 300a determines whether the set value in 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; if it is determined that the set value is not in the range of 1 to 6, the process moves to step S450-11.
[0270] (Step S450-11) The main CPU 300a sets the set value in the processing area to 1.
[0271] (Step S450-13) The main CPU 300a sets the set value in the processing area to the set value buffer.
[0272] (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; if it is determined that the setting change switch 180s is not on, the process moves to step S450-17.
[0273] (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.
[0274] (Step S110) The main CPU 300a executes the sub-command group setting process of FIG. 23. That is, when the setting-related process is executed, at the end thereof, the model command, the setting value designation command, the reserved designation command for FIG. 1, the reserved designation command for FIG. 2, the number of times command, the variable pattern selection state designation command, the FIG. phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0275] (Step S450-19) The main CPU 300a sets 00H (playable state) in the gaming machine state flag and ends the setting-related process.
[0276] As described above, according to the present embodiment, when the middle frame 104 is opened, the setting change switch 180s is turned on, and the power is normally turned on while the RAM clear button is pressed, in the CPU initialization process (FIG. 21), 01H (setting change state) is set in the gaming machine state flag. Thereafter, the timer interrupt process is executed. However, since 01H (setting change state) is set in the gaming machine state flag, all processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 25) are stopped, and the setting-related process is executed.
[0277] The setting-related process is repeatedly executed while the setting change switch 180s is on. During this setting-related process, the pressing operation of 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 any one of the setting values provided in multiple stages according to the setting change operation.
[0278] Then, when the setting change switch 180s is switched off while 01H (setting change state) is set in the gaming machine state flag, the setting change process ends, and 00H (playable state) is set in the gaming machine state flag. As a result, from the next timer interrupt process, the processes related to the progress of the game can be executed.
[0279] Here, in the setting-related process, after the pressing operation of the RAM clear button, that is, after the acceptance of the setting change operation of the registered setting value ends, in the sub-command group setting process, the setting value specifying command corresponding to the registered setting value is transmitted to the sub-control board 330. On the other hand, during the acceptance of the setting change operation, the setting value specifying command is not transmitted to the sub-control board 330. In this way, during the acceptance of the setting change operation, the setting value specifying command is not transmitted, and when the acceptance of the setting change operation ends and the game progresses to a state where it is possible, by transmitting the setting value specifying command, the risk of the registered setting value being illegally acquired can be reduced.
[0280] Also, in this embodiment, a plurality of flag values including at least 01H (setting change state) are switched. And when 01H (setting change state) is set in the gaming machine state flag, the setting-related process can be executed, and the progress of the game is stopped. In this way, since the setting-related process is not executed during the progress of the game, the setting value specifying command is not transmitted during the progress of the game, and the risk of the registered setting value being illegally acquired is reduced.
[0281] Next, among the above-described timer interrupt processes, the switch management process in step S500, the special game management process in step S600, and the normal game management process in step S700 will be described in detail.
[0282] FIG. 27 is a flowchart for explaining the switch management process (step S500) in the main control board 300.
[0283] (Step S500-1) The main CPU 300a determines whether it is the time when the gate detection switch is turned on, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s is turned on. As a result, if it is determined that it is the time when the gate detection switch is turned on, the process proceeds to step S510, and if it is determined that it is not the time when the gate detection switch is turned on, the process proceeds to step S500-3.
[0284] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the game ball through gate 124. The details of this gate passage processing will be described later.
[0285] (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 it is the time when 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.
[0286] (Step S520) The main CPU 300a executes first start port passage processing based on the entry of the game ball into the first start port 120. The details of this first start port passage processing will be described later.
[0287] (Step S500-5) The main CPU 300a determines whether it is the time when the second start port detection switch is turned on, that is, whether a game ball has entered the second start port 122 and a detection signal has been input from the second start port detection switch 122s. As a result, if it is determined that it is the time when the second start port detection switch is turned on, the process proceeds to step S530. If it is determined that it is not the time when the second start port detection switch is turned on, the process proceeds to step S500-7.
[0288] (Step S530) The main CPU 300a executes second start port passage processing based on the entry of the game ball into the second start port 122. The details of this second start port passage processing will be described later.
[0289] (Step S500-7) The main CPU 300a determines whether it is the time of detecting the activation of the big winning opening detection switch, that is, whether a game ball has entered the first big winning opening 128 and a detection signal has been input from the big winning opening detection switch 128s. As a result, if it is determined that it is the time of detecting the activation of the big winning opening detection switch, the process proceeds to step S500-9. If it is determined that it is not the time of detecting the activation of the big winning opening detection switch, the process proceeds to step S500-11.
[0290] (Step S500-9) The main CPU 300a determines whether it is currently in a big winning game or a small win game, and determines whether the entry of the game ball into the big winning opening 128 is proper. Here, if it is determined that it is not in a big winning game or a small win game, a predetermined illegal detection process is executed. If it is determined that it is in a big winning game or a small win game and the entry of the game ball into the big winning opening 128 is proper, the big winning opening winning ball count counter is incremented by 1, and the big winning opening winning designation command is set in the transmission buffer.
[0291] (Step S500-11) The main CPU 300a determines whether it is the time of detecting the activation of the specific area detection switch, that is, whether a game ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. As a result, if it is determined that it is the time of detecting the activation of the specific area detection switch, the process proceeds to step S540. If it is determined that it is not the time of detecting the activation of the specific area detection switch, the process proceeds to step S500-13.
[0292] (Step S540) The main CPU 300a executes the specific area passing process based on the entry of the game ball into the specific area 140b and ends the switch management process. The details of this specific area passing process will be described later.
[0293] (Step S500-13) 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 S500-15, 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 S500-17.
[0294] (Step S500-15) The main CPU 300a sets the general winning opening winning designation command in the transmission buffer.
[0295] (Step S500-17) 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 S500-19, 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.
[0296] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.
[0297] FIG. 28 is a flowchart for explaining the gate passage process (step S510) in the main control board 300.
[0298] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generation unit.
[0299] (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.
[0300] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol hold ball number counter to the value obtained by adding "1" to the current counter value.
[0301] (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.
[0302] (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.
[0303] (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.
[0304] Figure 29 is a flowchart for explaining the first start port passing process (step S520) in the main control board 300.
[0305] (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 special reservation 1 or special reservation 2 as the reservation type. The special symbol identification value (00H) indicates special reservation 1, and the special symbol identification value (01H) indicates special reservation 2.
[0306] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 hold ball counter.
[0307] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start port passing process. Note that this special symbol random number acquisition process is executed using a common module with the second start port passing 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 passing process.
[0308] FIG. 30 is a flowchart for explaining the second start port passing process (Step S530) in the main control board 300.
[0309] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0310] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 hold ball counter.
[0311] (Step S535) The main CPU 300a executes the special symbol random number acquisition process described later.
[0312] (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 normal game execution process, that is, the progress of the normal game, and is updated according to the stage of the normal game execution process.
[0313] (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" of 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.
[0314] (Step S530-9) The main CPU 300a updates the counter value of the normal electric accessory winning ball number counter to a value obtained by adding "1" to the current counter value, and terminates the second start opening passing process.
[0315] Figure 31 is a flowchart for explaining the special symbol random number acquisition process (step S535) in the main control board 300. 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).
[0316] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.
[0317] (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 above 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 above is "01H", the counter value of the special symbol 2 reserved ball number counter, that is, the special 2 reserved number, is loaded.
[0318] (Step S535-5) The main CPU 300a loads the winning determination random number updated by the hardware random number generation unit.
[0319] (Step S535-7) The main CPU 300a determines whether the number of target special symbol hold balls loaded in step S535-3 is greater than or equal to the upper limit value. As a result, if it is determined that it is greater than or equal to the upper limit value, the process proceeds to step S535-23, and if it is determined that it is not greater than or equal to the upper limit value, the process proceeds to step S535-9.
[0320] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol hold ball counter to a value obtained by adding "1" to the current counter value.
[0321] (Step S535-11) The main CPU 300a calculates the target storage unit that is the target for saving the obtained winning determination random number among the eight storage units in the special symbol hold memory area.
[0322] (Step S535-13) The main CPU 300a acquires the winning determination random number loaded in step S535-5, the winning symbol 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 storage unit calculated in step S535-11.
[0323] (Step S535-15) The main CPU 300a performs a special symbol hold ball winning order setting process of updating and storing the winning orders of special 1 hold and special 2 hold stored in the special symbol hold memory area.
[0324] (Step S536) The main CPU 300a executes an acquisition-time production determination process for performing a major role preliminary lottery, a winning symbol preliminary determination, and a variation information preliminary determination based on various random numbers stored in the target storage unit in step S535-13 above. In this acquisition-time production 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 production determination process will be described later.
[0325] (Step S535-19) 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.
[0326] (Step S535-21) The main CPU 300a sets a special figure hold designation command in the transmission buffer based on the counter values loaded in step S535-19 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.
[0327] (Step S535-23) The main CPU 300a loads the normal game management phase.
[0328] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 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 S535-27, 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.
[0329] (Step S535-27) The main CPU 300a determines whether there is an abnormal winning, and if it determines that there is 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).
[0330] FIG. 32 is a flowchart for explaining the acquisition time effect determination process (step S536) in the main control board 300 according to the present embodiment.
[0331] (Step S536-1) The main CPU 300a selects a corresponding small hit determination random number determination table based on the set value being set. Specifically, based on the current game state and the set value being set, a corresponding small hit determination random number determination table is selected. Then, based on the selected table and the small hit determination random number stored in the target storage unit in step S535-13, a special symbol hit temporary determination process for temporarily determining either a small hit or a miss is performed.
[0332] (Step S536-3) The main CPU 300a executes a special symbol temporary determination process for temporarily determining a special symbol. Here, if the result of the temporary big role lottery in step S536-1 (the result derived by the special symbol hit temporary determination process) is a small hit, the winning symbol random number, winning type, and hold type stored in the target storage unit in step S535-13 are loaded, a corresponding winning symbol random number determination table is selected, special symbol determination data is extracted, and the extracted special symbol determination data (type of small hit symbol) is saved. Also, if the result of the temporary big role lottery in step S536-1 is a miss, predetermined miss special symbol determination data (type of miss symbol) is saved.
[0333] (Step S536-5) The main CPU 300a sets a preview symbol type designation command (preview designation command) corresponding to the special symbol determination data saved in step S536-3 in the transmission buffer.
[0334] (Step S536-7) The main CPU 300a determines whether the result derived by the special symbol hit provisional determination process in step S536-1 is a minor hit. As a result, if it is determined to be a minor hit, the process proceeds to step S536-9, and if it is determined not to be a minor hit (a miss), the process proceeds to step S536-11.
[0335] (Step S536-9) The main CPU 300a sets a minor hit reach mode determination random number determination table (FIGS. 9(b) and (c)) corresponding to the current game state and variable pattern selection state, and transfers the process to step S536-19.
[0336] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13 above.
[0337] (Step S536-13) The main CPU 300a determines whether the reach group determination random number loaded in step S536-11 is a fixed value (8500 or more). Here, the group type is determined by referring to the reach group determination random number determination table, and this reach group determination random number determination table is selected according to the stored number of pending bets. At this time, the reach group determination random number is obtained from the range of 0 to 10006. If the value of the reach group determination random number is 8500 or more, regardless of the number of pending bets, the same reach group determination random number determination table is selected. If the value of the reach group determination random number is less than 8500, different reach group determination random number determination tables are selected according to the number of pending bets. Hereinafter, among the reach group determination random numbers, the values in the range of 0 to 8499 for which different reach group determination random number determination tables are selected according to the number of pending bets are referred to as indefinite values, and the values in the range of 8500 to 10006 for which the same reach group determination random number determination table is selected regardless of the number of pending bets are referred to as fixed values. If it is determined that the reach group determination random number loaded in step S536-11 is a fixed value (8500 or more), the process proceeds to step S536-15. If it is determined that the reach group determination random number loaded in step S536-11 is not a fixed value (8500 or more), the process proceeds to step S536-27.
[0338] (Step S536-15) The main CPU 300a sets a reach group determination random number determination table (see FIG. 9) corresponding to the current game state and the variable pattern selection state. Note that a plurality of types of reach group determination random number determination tables are provided according to the number of pending bets, and here, the table used when the number of pending bets is 0 is selected. Then, based on the set reach group determination random number determination table and the reach group determination random number stored in the target storage unit in step S535-13, the reach group (group type) is tentatively determined.
[0339] (Step S536-17) The main CPU 300a sets the losing reach mode determination random number determination table (see Fig. 10(a)) corresponding to the group type tentatively determined in step S536-15 above, and transfers the process to step S536-19.
[0340] (Step S536-19) The main CPU 300a tentatively determines a variable mode number based on the reach mode determination random number determination table set in step S536-9 or step S536-17 above and the reach mode determination random number stored in the target storage unit in step S535-13 above. Also, here, together with the variable mode number, a variable pattern random number determination table is tentatively determined.
[0341] (Step S536-21) The main CPU 300a sets the prefetch specified variable mode command (prefetch specified command) corresponding to the variable mode number tentatively determined in step S536-19 above in the transmission buffer.
[0342] (Step S536-23) The main CPU 300a tentatively determines a variable pattern number based on the variable pattern random number determination table tentatively determined in step S536-23 above and the variable pattern random number stored in the target storage unit in step S535-13 above.
[0343] (Step S536-25) The main CPU 300a sets the prefetch specified variable pattern command (prefetch specified command) corresponding to the variable pattern number tentatively determined in step S536-23 above in the transmission buffer, and ends the acquisition time effect determination process.
[0344] (Step S536-27) When the main CPU 300a determines that a hold newly stored in the target storage unit has been read, it sets an indeterminate value command (look-ahead specified variation mode command and look-ahead specified variation pattern command = 7FH) indicating that the group type, that is, the variation performance pattern changes according to the number of holds at the time of reading the hold in the transmission buffer, and ends the acquisition-time performance determination process.
[0345] FIG. 33 is a flowchart for explaining the specific area passage process of step S540 above.
[0346] (Step S540-1) When the main CPU 300a determines that it is the time of detecting the on state of the specific area detection switch in step S500-11 above, it determines whether the expiration period flag is on. As a result, when it is determined that the expiration period flag is on, the process proceeds to step S540-3, and when it is determined that the expiration period flag is not on, the process proceeds to step S540-9.
[0347] Although it will be described in detail later, this expiration period flag is for determining whether to regard the entry of a game ball into the specific area 140b as valid, and in the present embodiment, it is turned on at the start of a small hit game (the first round game).
[0348] (Step S540-3) In step S540-1 above, when it is determined that the expiration period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag is for identifying that a game ball has already effectively entered the specific area 140b. When it is determined that the specific area entry flag is on, the specific area passage process ends, and when it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.
[0349] (Step S540-5) The main CPU 300a turns on the specific area entry flag.
[0350] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to transmit to the sub-control board 330 that the game ball has effectively entered the specific area 140b, and ends the specific area passing process.
[0351] (Step S540-9) The main CPU 300a executes predetermined error processing.
[0352] (Step S540-11) The main CPU 300a sets an error command indicating that an error has been detected in the transmission buffer, and ends the specific area passing process.
[0353] FIG. 34 is a diagram for explaining the special game management phase. 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 proceed simultaneously and 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.
[0354] As shown in FIG. 34, the main ROM 300b stores a plurality of special game control modules for executing control of special games, 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 pre-opening process" is called; when the special game management phase is "04H" or "08H", a module for executing "big winning opening opening 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.
[0355] FIG. 35 is a flowchart for explaining the special game management process (step S600) in the main control board 300.
[0356] (Step S600-1) The main CPU 300a loads the special game management phase.
[0357] (Step S600-3) The main CPU 300a selects a special game control module corresponding to the special game management phase loaded in step S600-1.
[0358] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 to start the process.
[0359] (Step S600-7) The main CPU 300a loads a special game timer for managing the control time of the special game and ends the special game management process.
[0360] FIG. 36 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".
[0361] (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 2 hold number (X2) is "1" or more. As a result, if it is determined that the special 2 hold number (X2) is "1" or more, the process proceeds to step S610-7, and if it is determined that the special 2 hold number (X2) is not "1" or more, the process proceeds to step S610-3.
[0362] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 hold ball number counter, that is, the special 1 hold number (X1) is "1" or more. As a result, if it is determined that the special 1 hold number (X1) is "1" or more, the process proceeds to step S610-7, and if it is determined that the special 1 hold number (X1) is not "1" or more, the process proceeds to step S610-5.
[0363] (Step S610-5) The main CPU 300a sets a customer waiting specified command in the transmission buffer and executes a customer waiting setting process for setting the customer waiting state, and ends the special symbol variation waiting process.
[0364] (Step S610-7) The main CPU 300a block-transfers the special 2 hold stored in the first to fourth storage units of the second special drawing hold memory area, or the special 1 hold stored in the first to fourth storage units of the first special drawing hold memory area, to the storage unit with a smaller ordinal number. Specifically, in step S610-1, when it is determined that the number of special symbol 2 hold balls is "1" or more, the special 2 hold stored in the second to fourth storage units of the second special drawing hold memory area is transferred to the first to third storage units. Also, in the main RAM 300c, a zero-th storage unit to be processed is provided, and the special 2 hold stored in the first storage unit is block-transferred to the zero-th storage unit. Further, in step S610-3, when it is determined that the number of special symbol 1 hold balls is "1" or more, the special 1 hold stored in the second to fourth storage units of the first special drawing hold memory area is transferred to the first to third storage units, and the special 1 hold stored in the first storage unit is block-transferred to the zero-th storage unit. In this special symbol memory area shift process, the counter value of the target special symbol hold ball number counter corresponding to the hold type transferred to the zero-th storage unit is decremented by "1", and a hold decrement designation command indicating that the special 1 hold or the special 2 hold has been decremented by "1" is set in the transmission buffer.
[0365] (Step S610-9) The main CPU 300a loads the small hit determination random number and the hold type transferred to the zero-th storage unit, selects the corresponding small hit determination random number determination table to perform a big role lottery, and executes a special symbol hit determination process for storing the lottery result.
[0366] (Step S610-11) The main CPU 300a executes a special symbol determination process for determining a special symbol. Here, when the result of the big role lottery in step S610-9 is a small win, the winning symbol random number and the hold type transferred to the 0th storage unit are loaded, the corresponding winning symbol random number determination table is selected to extract special symbol determination data, and the extracted special symbol determination data (the type of small win symbol) is saved. Also, when the result of the big role lottery in step S610-9 is a loss, the special symbol determination data for loss (the type of loss symbol) corresponding to the hold type is saved. Specifically, if the hold type is special hold 1, special symbol X is saved as the loss symbol, and if the hold type is special hold 2, special symbol Y is saved as the loss symbol. After saving the special symbol determination data in this way, the symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.
[0367] (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 above. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and numbers (counter values) are associated with each segment constituting the 7 segments. The special symbol stop symbol number determined here indicates the number (counter value) of the segment that finally lights up.
[0368] (Step S612) The main CPU 300a executes a special symbol variation number determination process for determining a variation mode number and a variation pattern number. The details of this special symbol variation number determination process will be described later.
[0369] (Step S610-15) The main CPU 300a loads the variation mode number and the variation pattern number determined in step S612 above, refers to the variation time determination table, and determines variation time 1 and variation time 2. Then, the total time of the determined variation times 1 and 2 is set in the special symbol variation timer.
[0370] (Step S610-17) The main CPU 300a performs a preliminary area setting process of storing the type of the small hit symbol (special symbol determination data) and the like in the preliminary area of the main RAM 300c.
[0371] (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 the special symbol on the first special symbol display 160 or the second special symbol display 162. Counter values are associated with each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162, and the segment corresponding to the counter value set in the special symbol display symbol counter is controlled to light up. Here, the counter value corresponding to the segment to be lit at the start of the variable display of the special symbol is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is provided separately with a special symbol 1 display symbol counter corresponding to the first special symbol display 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display 162. Here, the counter value is set in the counter corresponding to the hold type.
[0372] (Step S610-21) 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, and sets a special symbol hold designation command in the transmission buffer. Here, a special symbol 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 symbol 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball number counter. Also, here, a 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, every time the special 1 hold or the special 2 hold is cleared, the special 1 hold number and the special 2 hold number, as well as the winning order of each of these holds, are transmitted to the sub-control board 330.
[0373] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol variation waiting process.
[0374] FIG. 37 is a flowchart for explaining the special symbol variation number determination process in the main control board 300.
[0375] (Step S612-1) The main CPU 300a determines whether the result of the big winning lottery in step S610-9 is a small win. As a result, if it is determined to be a small win, the process proceeds to step S612-3, and if it is determined not to be a small win (a loss), the process proceeds to step S612-5.
[0376] (Step S612-3) The main CPU 300a sets a reach mode determination random number determination table corresponding to the current game state, the type of small win symbol, the hold type, and the variation pattern selection state.
[0377] (Step S612-5) When the hold type of the read hold is special hold 2, the main CPU 300a checks the counter value of the special symbol 2 hold ball number counter, and when the hold type of the read hold is special hold 1, the main CPU 300a checks the counter value of the special symbol 1 hold ball number counter.
[0378] (Step S612-7) The main CPU 300a sets a corresponding reach group determination random number determination table based on the current game state, the number of holds confirmed in step S612-5 above, and the hold type. Then, based on the set reach group determination random number determination table and the reach group determination random number transferred to the 0th storage unit in step S610-7 above, the reach group (group type) is determined.
[0379] (Step S612-9) The main CPU 300a sets a losing reach mode determination random number determination table corresponding to the group type determined in step S612-7 above.
[0380] (Step S612-11) The main CPU 300a determines a variable mode number based on the reach mode determination random number determination table set in step S612-3 or step S612-9 above and the reach mode determination random number transferred to the 0th storage unit in step S610-7 above. Also, here, a variable pattern random number determination table is determined together with the variable mode number.
[0381] (Step S612-13) The main CPU 300a sets a variable mode command corresponding to the variable mode number determined in step S612-11 above in the transmission buffer.
[0382] (Step S612-15) The main CPU 300a determines a variable pattern number based on the variable pattern random number determination table determined in step S612-11 above and the variable pattern random number transferred to the 0th storage unit in step S610-7 above.
[0383] (Step S612-17) The main CPU 300a sets a variable pattern command corresponding to the variable pattern number determined in step S612-15 above in the transmission buffer and ends the special symbol variation number determination process.
[0384] Figure 38 is a flowchart for explaining the process during special symbol variation on the main control board 300. This process during special symbol variation is executed when the special game management phase is "01H".
[0385] (Step S620-1) The main CPU 300a executes a process of updating a special symbol variation base counter. The counter value of the special symbol variation base counter is set to cycle once at a predetermined period (for example, 100 ms). Specifically, when the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and when the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0386] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in the above step S620-1 is "0". As a result, if the counter value is "0", the process proceeds to step S620-5, and if the counter value is not "0", the process proceeds to step S620-9.
[0387] (Step S620-5) The main CPU 300a performs a special symbol variation timer update process of subtracting a predetermined value from the timer value of the special symbol variation timer set in the above step S610-15.
[0388] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol variation timer updated in the above step S620-5 is "0". As a result, if the timer value is "0", the process proceeds to step S620-15, and if the timer value is not "0", the process proceeds to step S620-9.
[0389] (Step S620-9) The main CPU 300a updates a special symbol display timer that measures the lighting time of each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162. Specifically, when the timer value of the special symbol display timer is "0", a predetermined timer value is set, and when the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0390] (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.
[0391] (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 sequentially light up at predetermined intervals.
[0392] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0393] (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.
[0394] (Step S620-19) The main CPU 300a sets a special symbol stop designation command indicating that the 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.
[0395] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for stopping and displaying the special symbol, in the special game timer and ends the current special symbol variation process.
[0396] 39 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0397] (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 is 0, the process proceeds to step S630-3.
[0398] (Step S630-3) 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.
[0399] (Step S631) The main CPU 300a executes a number cutoff management process, which will be described later.
[0400] (Step S630-7) The main CPU 300a sets in the transmission buffer a number command for transmitting the number of times of special 1 time reduction, the number of times of special 2 time reduction, the number of times of time reduction end operation for special 1 small win, and the number of times of time reduction end operation for special 2 small win, which were updated in the number cut management process of step S631 above, to the sub-control board 330.
[0401] (Step S630-9) The main CPU 300a checks the result of the big role lottery.
[0402] (Step S630-11) 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 S630-15. If it is determined not to be a small win, the process proceeds to step S630-13.
[0403] (Step S630-13) 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 one hold ends. If a special 1 hold or special 2 hold is stored, a process for starting the variable display of the special symbol based on the next hold will be performed.
[0404] (Step S630-15) 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.
[0405] (Step S630-17) The main CPU 300a performs a special electric accessory maximum operation times setting process. Specifically, referring to the data set in step S630-15 above, a predetermined number (counter value corresponding to the type of the special symbol = 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 ("1") that can be executed in the upcoming small win game. On the other hand, a special electric accessory continuous operation times counter is provided in the main RAM 300c. 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 continuous operation times counter. Here, in conjunction with the start of the small win game, a process of resetting (updating to "0") the counter value of this special electric accessory continuous operation times counter is also executed.
[0406] (Step S630-19) The main CPU 300a refers to the data set in step S630-17 above and saves a predetermined opening time as the timer value in the special game timer.
[0407] (Step S630-21) The main CPU 300a sets an opening designation command for transmitting the start of a small hit game to the sub-control board 330 in the transmission buffer. Note that this opening designation command is provided for each opening time. Here, the opening designation command corresponding to the opening time saved in the above step S630-19 is set in the transmission buffer.
[0408] (Step S630-23) The main CPU 300a updates the special game management phase to "07H" and ends the special symbol stop symbol display process. As a result, the small hit game will start.
[0409] Figure 40 is a flowchart for explaining the count cut management process in the main control board 300.
[0410] (Step S631-1) The main CPU 300a determines whether it has won a small hit. As a result, if it is determined that it has won a small hit, the process moves to step S631-3, and if it is determined that it has not won a small hit, the process moves to step S631-5.
[0411] (Step S631-3) The main CPU 300a stores the game state at the time of winning a small hit, that is, the current time shortening state flag, as the game state at the time of winning.
[0412] (Step S631-5) The main CPU 300a refers to the current time shortening state flag and determines whether it is currently in a time shortening game state (01H to 04H). As a result, if it is determined that it is in a time shortening game state, the process moves to step S631-7, and if it is determined that it is not in a time shortening game state, the count cut management process ends.
[0413] (Step S631-7) The main CPU 300a determines whether a near miss has been won. As a result, if it is determined that a near miss has been won, the process proceeds to step S631-9, and if it is determined that a near miss has not been won, the process proceeds to step S631-17.
[0414] (Step S631-9) The main CPU 300a executes a near miss time reduction end operation count counter update process. Here, when the special 1 variation is executed, the counter value (special 1 near miss time reduction end operation count) of the special 1 near miss time reduction end operation count counter is decremented, and when the special 2 variation is executed, the counter value (special 2 near miss time reduction end operation count) of the special 2 near miss time reduction end operation count counter is decremented.
[0415] (Step S631-11) The main CPU 300a determines whether the counter value has been updated to 0 in step S631-9. As a result, if it is determined that the counter value has been updated to 0, the process proceeds to step S631-13, and if it is determined that the counter value has not been updated to 0, the process proceeds to step S631-17.
[0416] (Step S631-13) The main CPU 300a sets the time reduction state flag to 00H. As a result, the game state is set to the non-time reduction game state.
[0417] (Step S631-15) The main CPU 300a resets the special 1 time reduction count cut counter and the special 2 time reduction count cut counter, and ends the count cut management process.
[0418] (Step S631-17) The main CPU 300a executes a time reduction count cut counter update process. Here, when the special 1 variation is executed, the counter value (special 1 time reduction count) of the special 1 time reduction count cut counter is decremented, and when the special 2 variation is executed, the counter value (special 2 time reduction count) of the special 2 time reduction count cut counter is decremented.
[0419] (Step S631-19) The main CPU 300a determines whether the counter value updated in step S631-17 is 1 or less. As a result, if it is determined that the counter value is 1 or less, the process proceeds to step S631-21, and if it is determined that the counter value is not 1 or less, the number-of-times cut-off management process ends.
[0420] (Step S631-21) The main CPU 300a determines whether the counter value updated in step S631-17 is 1. As a result, if it is determined that the counter value is 1, the process proceeds to step S631-23, and if it is determined that the counter value is not 1, the process proceeds to step S631-25.
[0421] (Step S631-23) The main CPU 300a sets the time-shortening state flag to 02H. Thereby, the game state is set to the time-shortening final variation state.
[0422] (Step S631-25) The main CPU 300a sets the time-shortening state flag to 00H. Thereby, the game state is set to the non-time-shortening game state.
[0423] (Step S631-27) The main CPU 300a resets the special first small win time-shortening end operation counter and the special second small win time-shortening end operation counter.
[0424] (Step S631-29) The main CPU 300a sets the game state change designation command in the transmission buffer and ends the number-of-times cut-off management process.
[0425] Figure 41 is a flowchart for explaining the pre-opening process of the big winning opening on the main control board 300. This pre-opening process of the big winning opening is executed when the special game management phase is "03H" or "07H".
[0426] (Step S640-1) The main CPU 300a determines whether the timer value of the special game timer is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the process before the opening of the big winning opening ends, and if it is determined that the timer value of the special game timer is "0", the process moves to step S640-3.
[0427] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation times counter to the value obtained by adding "1" to the current counter value.
[0428] (Step S640-5) The main CPU 300a sets a big winning opening release designation command for transmitting the start of the opening of the big winning opening 128 (start of the round game) to the sub-control board 330 in the transmission buffer.
[0429] (Step S641) The main CPU 300a executes the big winning opening opening / closing switching process. This big winning opening opening / closing switching process will be described later.
[0430] (Step S640-7) The main CPU 300a determines whether the special game management phase is 07H, that is, whether it is during a small win game. As a result, if it is determined that the special game management phase is 07H, the process moves to step S640-9, and if it is determined that the special game management phase is not 07H, the process moves to step S640-13.
[0431] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of the game based on the counter value of the special electric accessory continuous operation counter. As a result, if it is determined that it is the start of the first round of the game, the process proceeds to step S640-11, and if it is determined that it is not the start of the first round of the game, the process proceeds to step S640-13.
[0432] (Step S640-11) The main CPU 300a turns on the expiration flag. As a result, when the small win game starts, the entry of the game ball into the specific area 140b is enabled.
[0433] (Step S640-13) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value (either "04H" or "08H"), and ends the big winning opening pre-processing.
[0434] Figure 42 is a flowchart for explaining the big winning opening / closing switching process on the main control board 300.
[0435] (Step S641-1) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching times (the number of times the big winning opening 128 opens and closes during one round of the game). As a result, if it is determined that the counter value is the upper limit value, the big winning opening / closing switching process ends, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641-3.
[0436] (Step S641-3) The main CPU 300a refers to the data in the special electric accessory operation ram set table, and extracts the solenoid control data for energization control of the big winning opening solenoid 128c, as well as the timer data that is the energization time or energization stop time of the big winning opening solenoid 128c, based on the counter value of the special electric accessory opening / closing switching counter.
[0437] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a starts energizing the big winning opening solenoid 128c or executes a big winning opening solenoid energization control process for stopping the energization of the big winning opening solenoid 128c. By executing this big winning opening solenoid energization control process, in steps S400-31 and S400-33 above, the control of starting or stopping the energization of the big winning opening solenoid 128c will be performed.
[0438] (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 big winning opening 128.
[0439] (Step S641-9) The main CPU 300a determines whether it is in the energization start state of the big winning opening solenoid 128c, that is, whether the control process of starting the energization of the big winning opening 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 big winning opening opening / closing switching process ends.
[0440] (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 big winning opening opening / closing switching process.
[0441] Figure 43 is a flowchart for explaining the big winning opening release control process on the main control board 300. This big winning opening release control process is executed when the special game management phase is "04H" or "08H".
[0442] (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.
[0443] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching times counter is the upper limit value of the special electric accessory opening / closing switching times. 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.
[0444] (Step S641) In step S650-3, if it is determined that the counter value of the special electric accessory opening / closing switching times counter is not the upper limit value of the special electric accessory opening / closing switching times, the main CPU 300a executes the process of step S641.
[0445] (Step S650-5) The main CPU 300a determines whether the counter value of the big winning opening winning ball number 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 big winning opening 128. As a result, if it is determined that the specified number has not been reached, the big winning opening release control process ends, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0446] (Step S650-7) The main CPU 300a executes the big winning opening closing process necessary to stop the energization of the big winning opening solenoid 128c and close the big winning opening 128. As a result, the big winning opening 128 becomes the closed state.
[0447] (Step S650-9) The main CPU 300a saves the large winning opening closing effective time (interval time) to the special game timer.
[0448] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value (either "05H" or "09H").
[0449] (Step S650-13) The main CPU 300a sets a large winning opening closing designation command indicating that the large winning opening 128 has been closed in the transmission buffer, and ends the large winning opening release control process.
[0450] Figure 44 is a flowchart for explaining the large winning opening closing effective process in the main control board 300. This large winning opening closing effective process is executed when the special game management phase is "05H" or "09H".
[0451] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the large winning opening closing effective process is ended, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S660-3.
[0452] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric accessory continuous operation times counter matches the counter value of the special electric accessory maximum operation times counter, that is, whether the round games of a preset number of times have ended. As a result, if it is determined that the counter value of the special electric accessory continuous operation times counter matches the counter value of the special electric accessory maximum operation times 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.
[0453] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". When the special game management phase is "09H", that is, during the control of the small win game, since the number of rounds of the small win game is "1", it is always determined as YES in the above step S660-3, and the process does not transfer to this step.
[0454] (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 of the game will start.
[0455] (Step S660-9) The main CPU 300a determines whether the special game management phase is 09H, that is, whether it is during the small win game. As a result, if it is determined that the special game management phase is 09H, the process transfers to step S660-11, and if it is determined that the special game management phase is not 09H, the process transfers to step S660-21.
[0456] (Step S660-11) The main CPU 300a determines whether all the game balls that have entered the big winning port 128 have been discharged. Here, when the value obtained by subtracting the total number of game balls that have entered the specific area 140b and the non-specific area 140c from the number of game balls that have entered the big winning port 128 becomes 0, it is determined that the discharge is complete. If it is determined that the discharge is complete, the process transfers to step S660-13, and if it is determined that the discharge is not complete, the big winning port closing valid process ends. If the determination result that the discharge is not complete is continuously derived for a certain period of time, error processing is performed.
[0457] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is on. As a result, if it is determined that the specific area entry flag is on, the process proceeds to step S660-15, and if it is determined that the specific area entry flag is not on, the process proceeds to step S660-21.
[0458] (Step S660-15) The main CPU 300a turns off the specific area entry flag.
[0459] (Step S660-17) The main CPU 300a checks the type of the small hit symbol and sets a predetermined number (the counter value corresponding to the type of the special symbol = the value obtained by subtracting 1 from the round number, that is, the number of round games in the big winning game) as the counter value in the special electric accessory maximum operation count counter.
[0460] (Step S660-19) The main CPU 300a sets 03H in the special game management phase and ends the big winning opening closing valid process.
[0461] (Step S660-21) The main CPU 300a executes an ending time setting process of saving the ending time in the special game timer.
[0462] (Step S660-23) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0463] (Step S660-25) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer and ends the big winning opening closing valid process.
[0464] FIG. 45 is a flowchart for explaining the jackpot end weight process in the main control board 300. This jackpot end weight process is executed when the special game management phase is "06H" or "0AH".
[0465] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-7 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the jackpot end weight process ends, and if it is determined that the timer value of the special game timer is "0", the process moves to step S670-3.
[0466] (Step S670-3) The main CPU 300a checks the winning game state saved in step S631-3.
[0467] (Step S670-5) The main CPU 300a executes state setting processing for setting the game state after the end of the big winning game based on the entry of the game ball into the specific area 140b in the small win game. Specifically, the main CPU 300a refers to the game state setting table (FIG. 15) and, based on the type of special symbol that triggered the small win game and the winning game state checked in step S670-3 above, sets the game state (time shortening state flag) after the end of the big winning game, the special 1 time shortening count, the special 2 time shortening count, the special 1 small win time shortening end operation count, and the special 2 small win time shortening end operation count.
[0468] Note that if the game ball does not enter the specific area 140b in the small win game, that is, when the special game management phase is "OAH", the game state is not set in step S670-5.
[0469] Also, here, processing for setting the variable pattern selection state after the end of the big winning game is also performed based on the small win symbol that triggered the small win game.
[0470] (Step S670-7) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state and the variable pattern selection state set after the end of the major role game play.
[0471] (Step S670-9) The main CPU 300a sets in the transmission buffer a count designation command corresponding to the special 1 short count, special 2 short count, special 1 small hit short end operation count, and special 2 small hit short end operation count saved in step S670-5 above.
[0472] (Step S670-11) The main CPU 300a updates the special game management phase to "00H" and ends the large winning opening end wait process. As a result, when a special 1 hold or special 2 hold is stored, the variable display of the special symbols will resume.
[0473] FIG. 46 is a diagram for explaining the normal game management phase. 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 are executed step by step and repeatedly. However, in the main control board 300, each of these processes related to the normal game is managed by the normal game management phase.
[0474] As shown in FIG. 46, 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 port opening before process" is called; when the normal game management phase is "04H", a module for executing "normal electric accessory winning port opening control process" is called; when the normal game management phase is "05H", a module for executing "normal electric accessory winning port closing valid process" is called; when the normal game management phase is "06H", a module for executing "normal electric accessory winning port end wait process" is called.
[0475] FIG. 47 is a flowchart for explaining the normal game management process (step S700) on the main control board 300.
[0476] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0477] (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 above.
[0478] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above to start the process.
[0479] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of normal games.
[0480] FIG. 48 is a flowchart for explaining the normal symbol variation waiting process in the main control board 300. This normal symbol variation waiting process is executed when the normal game management phase is "00H".
[0481] (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 general 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.
[0482] (Step S710-3) The main CPU 300a block-transfers the general symbol holds (winning determination random numbers) stored in the first to fourth storage units of the general symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, the general symbol holds stored in the second to fourth storage units are transferred to the first to third storage units. Also, in the main RAM 300c, a processing target 0th storage unit is provided, and the general 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 general symbol hold decrement designation command indicating that the general symbol hold has been decremented by "1" is set in the transmission buffer.
[0483] (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 general symbol lottery, and executes a normal symbol winning determination process for storing the lottery result.
[0484] (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 the jackpot, "0" is determined as the normal symbol stop symbol number, and when losing, "1" is determined as the normal symbol stop symbol number.
[0485] (Step S710-9) The main CPU 300a checks the current gaming state, selects and sets the corresponding normal symbol variation time data table.
[0486] (Step S710-11) 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, the main CPU 300a determines the normal symbol variation time.
[0487] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 in the normal game timer.
[0488] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display symbol counter in order to start the variation display of the normal symbol on the normal symbol display 168. 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.
[0489] (Step S710-17) The main CPU 300a sets a general drawing reservation command indicating the general drawing reservation number stored in the general drawing reservation memory area in the transmission buffer.
[0490] (Step S710-19) The main CPU 300a sets a general drawing designation command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the winning determination process for each normal symbol.
[0491] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol variation waiting process.
[0492] FIG. 49 is a flowchart for explaining the process during normal symbol variation on the main control board 300. This process during normal symbol variation is executed when the normal game management phase is "01H".
[0493] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 above is "0". As a result, if the timer value is "0", the process proceeds to step S720-9, and if the timer value is not "0", the process proceeds to step S720-3.
[0494] (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 168. Specifically, when the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and when the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0495] (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 current normal symbol variation process ends.
[0496] (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 the counter value indicating the extinguishing of the normal symbol display 168, it is updated to the counter value indicating lighting, and if the counter value of the normal symbol display symbol counter is the counter value indicating lighting of the normal symbol display 168, it is updated to the counter value indicating extinguishing, and the current normal symbol variation process ends. As a result, the normal symbol display 168 will repeatedly light and extinguish (blink) at predetermined intervals over the normal symbol variation time.
[0497] (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 will finally be controlled to light or extinguish, and the result of the general symbol lottery will be notified.
[0498] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time to stop displaying the normal symbol, in the normal game timer.
[0499] (Step S720-13) The main CPU 300a sets a general symbol stop designation command indicating that the stop display of the normal symbol has started in the transmission buffer.
[0500] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the current normal symbol variation process.
[0501] FIG. 50 is a flowchart for explaining the normal symbol stop symbol display process on the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0502] (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.
[0503] (Step S730-3) The main CPU 300a checks the result of the normal symbol lottery.
[0504] (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.
[0505] (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.
[0506] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the pre-release time of the normal power supply as the timer value in the normal game timer.
[0507] (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 will be started.
[0508] Figure 51 is a flowchart for explaining the pre-opening process of the normal electric accessory winning port on the main control board 300. This pre-opening process of the normal electric accessory winning port is executed when the normal game management phase is "03H".
[0509] (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 ends, and if it is determined that the timer value of the normal game timer is "0", the process moves to step S741.
[0510] (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.
[0511] (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.
[0512] Figure 52 is a flowchart for explaining the opening / closing switching process of the normal electric accessory winning port on the main control board 300.
[0513] (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 ends, and if it is determined that the counter value is not the upper limit value, the process moves to step S741-3.
[0514] (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.
[0515] (Step S741-5) The main CPU 300a starts the energization of the normal electric accessory solenoid 122c or executes the normal electric accessory solenoid energization control process for stopping the energization of the normal electric accessory solenoid 122c based on the solenoid control data extracted in the above step S741-3. By executing this normal electric accessory solenoid energization control process, the energization start or energization stop of the normal electric accessory solenoid 122c is controlled in the above steps S400-31 and S400-33.
[0516] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S741-3 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.
[0517] (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 the control process for starting the energization of the normal electric accessory solenoid 122c was performed in the above step S741-5. 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.
[0518] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching frequency counter to a value obtained by adding "1" to the current counter value.
[0519] FIG. 53 is a flowchart for explaining the normal electric accessory winning port opening control process in the main control board 300. This normal electric accessory winning port opening control process is executed when the normal game management phase is "04H".
[0520] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the process proceeds to step S750-5, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S750-3.
[0521] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric accessory opening / closing switching frequency counter is the upper limit value of the normal electric accessory opening / closing switching frequency. As a result, 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.
[0522] (Step S741) In step S750-3 above, when it is determined that the counter value of the normal electric accessory opening / closing switching frequency counter is not the upper limit value of the normal electric accessory opening / closing switching frequency, the main CPU 300a executes the process of step S741.
[0523] (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.
[0524] (Step S750-7) The main CPU 300a executes the general electric accessory closing process necessary to stop the 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.
[0525] (Step S750-9) The main CPU 300a saves the general game effective state time to the general game timer.
[0526] (Step S750-11) The main CPU 300a updates the general game management phase to "05H" and terminates the general electric accessory winning port opening control process.
[0527] FIG. 54 is a flowchart for explaining the general electric accessory winning port closing effective process on the main control board 300. This general electric accessory winning port closing effective process is executed when the general game management phase is "05H".
[0528] (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.
[0529] (Step S760-3) The main CPU 300a saves the general power-off wait time to the normal game timer.
[0530] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the closing valid process for the normal electric accessory winning port.
[0531] Figure 55 is a flowchart for explaining the end wait process for the normal electric accessory winning port on the main control board 300. This end wait process for the normal electric accessory winning port is executed when the normal game management phase is "06H".
[0532] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the end wait process for the normal electric accessory winning port ends, and if it is determined that the timer value of the normal game timer is "0", the process moves to step S770-3.
[0533] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the end wait process for the normal electric accessory winning port. As a result, when the general drawing is stored, the variable display of the normal symbol will resume.
[0534] FIG. 56 is a flowchart for explaining the state management process (S800) in the main control board 300. As described above, in the present embodiment, special games and normal games can be executed simultaneously in parallel. The special game and the normal game proceed by the processes from step S400-15 to step S400-25 shown in FIG. 25. That is, the special game and the normal game proceed when the flag value of the gaming machine state flag is set to 00H and the gaming machine is in a playable state. On the other hand, when the flag value of the gaming state flag is other than 00H, the processes from step S400-15 to step S400-25 are skipped. The state management process (S800) is a process that is always executed every time a timer interrupt process occurs regardless of the flag value of the gaming machine state flag.
[0535] (Step S800-1) The main CPU 300a determines whether a door open detection signal is input from the door open detection sensor 176s, that is, whether the door is in an open state. As a result, if it is determined that a door open detection signal is input from the door open detection sensor 176s, the process proceeds to step S800-3, and if it is determined that a door open detection signal is not input from the door open detection sensor 176s, the process proceeds to step S800-5.
[0536] (Step S800-3) The main CPU 300a sets a door open command in the transmission buffer. As a result, while the door is in an open state, a door open command is transmitted from the main control board 300 to the sub-control board 330 every time a timer interrupt process occurs.
[0537] (Step S800-5) The main CPU 300a determines whether the flag value of the gaming machine state flag is 06H. As a result, if it is determined that the gaming machine state flag = 06H, the process proceeds to step S810, and if it is determined that the gaming machine state flag is not 06H, the process proceeds to step S800-7.
[0538] (Step S800-7) When the gaming machine status flag is not 06H, the main CPU 300a determines whether an abnormality detection signal is input from each abnormality detection sensor 174s. As a result, if it is determined that no abnormality detection signal is input from any of the abnormality detection sensors 174s, the status management process is terminated. If it is determined that an abnormality detection signal is input from any of the abnormality detection sensors 174s, the process proceeds to step S800-9.
[0539] (Step S800-9) The main CPU 300a sets an error designation command corresponding to the type of the abnormality detection sensor 174s from which the abnormality detection signal is input, that is, the type of the occurring abnormality, in the transmission buffer.
[0540] (Step S800-11) The main CPU 300a turns on an in-abnormality detection flag indicating that an abnormality is being detected. Note that the in-abnormality detection flag is provided for each type of abnormality. Here, the in-abnormality detection flag corresponding to the abnormality detection sensor 174s from which the abnormality detection signal is input is turned on.
[0541] (Step S800-13) The main CPU 300a updates the gaming machine status flag to 06H. As a result, from the next timer interrupt process, an abnormality confirmation process (S810) described later is executed.
[0542] (Step S800-15) The main CPU 300a executes a game stop process for stopping the game. Here, for example, if it is during the symbol variation process in a special game or a normal game, the variation process is interrupted. If it is during a small win game or a big winning combination game, the opening / closing operation of the big winning opening 128 is stopped.
[0543] (Step S800-17) The main CPU 300a sets a timer value corresponding to 30 seconds in the game stop timer and terminates the status management process.
[0544] (Step S810) When the gaming machine state flag = 06H, the main CPU 300a executes an abnormality confirmation process.
[0545] FIG. 57 is a flowchart for explaining the abnormality confirmation process in the main control board 300.
[0546] (Step S810-1) The main CPU 300a determines whether the abnormality detection in-progress flag is on. As a result, if it is determined that the abnormality detection in-progress flag is on, the process proceeds to step S810-3, and if it is determined that the abnormality detection in-progress flag is not on, the process proceeds to step S810-7.
[0547] (Step S810-3) When the abnormality detection in-progress flag is on, the main CPU 300a determines whether the abnormality detection signal from the abnormality detection sensor 174s corresponding to the currently on abnormality detection in-progress flag has turned off. As a result, if it is determined that the abnormality detection signal from the abnormality detection sensor 174s has turned off, the process proceeds to step S810-5, and if it is determined that the abnormality detection signal from the abnormality detection sensor 174s has not turned off, the process proceeds to step S810-11.
[0548] (Step S810-5) The main CPU 300a turns off the abnormality detection in-progress flag corresponding to the abnormality detection sensor 174s for which the abnormality detection signal has turned off.
[0549] (Step S810-7) When the abnormality detection in-progress flag is not on, the main CPU 300a determines whether the timer value of the game stop timer is greater than 0. As a result, if it is determined that the timer value is greater than 0, the process proceeds to step S810-9, and if it is determined that the timer value is not greater than 0 (timer value = 0), the process proceeds to step S810-11.
[0550] (Step S810-9) The main CPU 300a decrements the timer value of the game stop timer.
[0551] (Step S810-11) The main CPU 300a determines whether an abnormality different from the currently occurring abnormality has occurred, that is, whether an abnormality detection signal is input from the abnormality detection sensor 174s corresponding to the off-state abnormality detection flag. As a result, if it is determined that another abnormality has occurred, the process proceeds to step S810-13, and if it is determined that no other abnormality has occurred, the process proceeds to step S810-19.
[0552] (Step S810-13) The main CPU 300a sets an error specification command corresponding to the type of the abnormality detection sensor 174s to which the abnormality detection signal is input in the transmission buffer.
[0553] (Step S810-15) The main CPU 300a turns on the abnormality detection flag corresponding to the abnormality detection sensor 174s to which the abnormality detection signal is input.
[0554] (Step S810-17) The main CPU 300a sets a timer value corresponding to 30 seconds in the game stop timer and ends the state management process.
[0555] (Step S810-19) The main CPU 300a determines whether the RAM clear button has been operated, that is, whether a RAM clear operation signal is input from the RAM clear switch 182s. As a result, if it is determined that the RAM clear operation signal is input, the process proceeds to step S810-21, and if it is determined that the RAM clear operation signal is not input, the abnormality confirmation process ends.
[0556] (Step S810-21) The main CPU 300a determines whether the timer value of the game stop timer is 0. As a result, if it is determined that the timer value is 0, the process proceeds to step S810-23, and if it is determined that the timer value is not 0, the abnormal confirmation process ends.
[0557] (Step S810-23) The main CPU 300a determines whether a door open detection signal is input from the door open detection sensor 176s. As a result, if it is determined that the door open detection signal is input, the process proceeds to step S810-25, and if it is determined that the door open detection signal is not input, the abnormal confirmation process ends.
[0558] (Step S810-25) The main CPU 300a updates the flag value of the game machine state flag to 00H. Thereby, hereafter, the processes for proceeding with special games and normal games are restarted.
[0559] (Step S810-27) The main CPU 300a executes a game restart process, which is a process necessary to restart the stopped game.
[0560] (Step S810-29) The main CPU 300a sets an error release designation command corresponding to all abnormal types in the transmission buffer and ends the abnormal confirmation process. Note that the error release designation command is provided for each abnormal type. Here, regardless of the type of the occurred abnormality, the error release designation commands corresponding to all abnormal types are set.
[0561] As described above, various processes are executed on the main control board 300, thereby advancing special games and normal games. Also, when the game is stopped due to the occurrence of an abnormality, and after 30 seconds or more have elapsed since the occurrence of the abnormality ceased and the RAM clear button is operated, the abnormality detection state is released and the game can be resumed from the state before the game stop. During the abnormality detection state, on the sub-control board 330, error notification corresponding to the type of abnormality that has occurred is made.
[0562] (Sub-CPU initialization process of the sub-control board 330) FIG. 58 is a flowchart for explaining the sub-CPU initialization process (S1000) of the sub-control board 330.
[0563] (Step S1000-1) Upon power-on, the sub-CPU 330a reads a CPU initialization processing program from the sub-ROM 330b and performs initialization and setting processes for flags and the like stored in the sub-RAM 330c.
[0564] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each effect random number, and thereafter, repeatedly performs the process of step S1000-3 until an interrupt process is performed. Note that a plurality of types of effect random numbers are provided, and here, each effect random number is updated asynchronously.
[0565] (Sub-timer interrupt process of the sub-control board 330) FIG. 59 is a flowchart for explaining the sub-timer interrupt process (S1100) of the sub-control board 330. 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 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 process.
[0566] (Step S1100-1) The sub-CPU 330a saves the registers.
[0567] (Step S1100-3) The sub-CPU 330a performs processing to enable interrupts.
[0568] (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, each of the various timer counters is 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.
[0569] (Step S1200) The sub-CPU 330a analyzes the commands stored in the reception buffer of the sub-RAM 330c and 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 will be analyzed.
[0570] (Step S1100-7) The sub-CPU 330a performs time schedule management processing to execute the processing corresponding to the time stored in the time table by referring to the time table. Here, based on the time data set in the time table, various flags are turned on and off, or commands are sent to each effect device, thereby controlling the execution of each effect including variable effects and major role effects.
[0571] (Step S1100-9) The sub-CPU 330a restores the registers and ends the sub-timer interrupt processing.
[0572] Figure 60 is a flowchart for explaining the error designation command reception process that is executed when an error designation command is received during the above command analysis process. As described above, after the error designation command is set in the main control board 300 at step S800-9, it is transmitted to the sub-control board 330 by the sub-command transmission process of step S100-65.
[0573] (Step S1210-1) When the sub-CPU 330a receives an error designation command, it analyzes the received command.
[0574] (Step S1210-3) Based on the result of the analysis in step S1210-1, the sub-CPU 330a starts the error notification effect and ends the error designation command reception process. Here, an execution pattern of the error notification effect is provided for each error designation command, and the error notification effect is started in the execution pattern corresponding to the received error designation command. Note that the error notification effect started here continues until the reception of an error cancellation designation command described later or until the power is turned off.
[0575] Figure 61 is a flowchart for explaining the error cancellation designation command reception process that is executed when an error cancellation designation command is received during the above command analysis process. As described above, after the error cancellation designation command is set in the main control board 300 at step S810-29, it is transmitted to the sub-control board 330 by the sub-command transmission process of step S100-65.
[0576] (Step S1220-1) When the sub-CPU 330a receives an error cancellation designation command, it analyzes the received command.
[0577] (Step S1220-3) Based on the result of the analysis in step S1220-1, the sub-CPU 330a ends the ongoing error notification effect and ends the error cancellation designation command reception process.
[0578] Incidentally, although detailed description is omitted, in the sub-control board 330, when a door opening designation command is received, a door opening notification effect for notifying that the door is being opened is executed. This door opening notification effect is configured with a predetermined time, and when a door opening designation command is received in a state where the door opening notification effect is not being executed, the door opening notification effect is executed. While the door is in an open state, since the door opening designation command is repeatedly transmitted, the door opening notification effect is repeatedly executed. When the door is closed, the door opening designation command is no longer transmitted, and thereafter, the door opening notification effect is not executed.
[0579] As described above, in the present embodiment, when an abnormality such as a magnetic error or a radio wave error occurs, the game is immediately stopped, and the occurrence of the abnormality is notified by an error notification effect. During the stop of the game, the error notification effect continuously notifies that the abnormality detection state exists. Then, after the abnormality has occurred, by operating the RAM clear button after a predetermined time has elapsed, the game can be restarted without turning off the power. Thereby, for example, even when an abnormality such as a magnetic error is detected without any malicious intent, it becomes possible to restart the game from the state before the game stop, and the possibility of causing a disadvantage to the player is reduced.
[0580] As described above, the preferred embodiment of the present invention has been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to such an embodiment. It is obvious that those skilled in the art can conceive of various modification examples or correction examples within the scope described in the claims, and it is naturally understood that those also belong to the technical scope of the present invention.
[0581] In the above-described embodiment, an example of the case where the present invention is applied to a second type of gaming machine has been described. However, the gaming properties of the gaming machines to which the present invention is applicable are not limited to this. For example, it goes without saying that the present invention is also applicable to a first type of gaming machine and a first and second type hybrid machine. Therefore, in the above-described embodiment, the case where no jackpot symbol is provided has been described. However, for example, in the case of Patent 1 reservation, only a jackpot may be provided without providing a minor win. Further, for example, only a jackpot may be provided without providing a minor win.
[0582] Also, the gaming properties according to the above-described embodiment are merely examples. Therefore, in the above-described embodiment, the special game and the normal game are executed simultaneously in parallel. However, for example, only one of the special game and the normal game may be executed.
[0583] Also, in the above-described embodiment, the game is stopped when an abnormality is detected. However, the stop of the game is not essential. For example, even during the abnormality detection state, the game may be advanced as usual without stopping the game, and during this time, the above-described error notification effect may be executed. Further, an abnormality type for stopping the game and an abnormality type for not stopping the game may be provided. In the above-described embodiment, the open state of the door is treated as not being an abnormal state in which the game is stopped, and the game continues to be executed even while the door is open. However, when the error notification effect is executed, the game may always be stopped.
[0584] Also, in the above-described embodiment, when a specific condition is satisfied, regardless of the type of abnormality, the game is restarted or the error notification effect ends without shutting off the power. However, there may be provided those in which the abnormality detection state can be released without shutting off the power by the satisfaction of the specific condition and those in which the abnormality detection state cannot be released without shutting off the power.
[0585] Further, for example, a so-called complete function may be provided to stop the game when the difference obtained by subtracting the number of launched balls from the number of paid-out game balls reaches a specified number (for example, 95,000). Conventionally, in a gaming machine equipped with the complete function, if it is assumed that the abnormal detection state cannot be released without clearing the main RAM 300c, the difference value is also cleared by clearing the main RAM 300c to release the abnormal detection state. In this case, if the differences before and after clearing the main RAM 300c are totaled, the difference per day may exceed the specified number. In this regard, according to the present embodiment, even when an abnormal detection state occurs, the game can be resumed without clearing the main RAM 300c, so that the difference does not exceed the specified number.
[0586] In the above embodiment, the operation of the RAM clear button is included in the specific conditions. However, the operation unit for which an operation is required is not limited to the RAM clear button. For example, a dedicated operation unit for releasing an error may be provided, or the effect button 208 provided for effect may function as an operation unit for releasing an error.
[0587] Note that the main control board 300, the sub-control board 330, and each abnormal detection sensor 174s in the above embodiment correspond to the first control unit, the second control unit, and the error detection means of the present invention. Further, the error designation command and the error release designation command in the above embodiment correspond to the error occurrence command and the error release command of the present invention.
Explanation of Signs
[0588] 100 Gaming machine 174s Abnormal detection sensor 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
Claims
1. a first control unit that controls the progress of the game; a second control unit to which a command is transmitted from the first control unit; error detection means for detecting the occurrence of an error; comprising the first control unit first command transmission means for transmitting an error occurrence command to the second control unit when the error occurs; second command transmission means for transmitting an error release command to the second control unit when a predetermined time has elapsed since the occurrence of the error and a specific condition including the detection of an operation of a predetermined operation unit is satisfied; including the second control unit performs error notification based on the reception of the error occurrence command, ends the error notification based on the reception of the error release command, A gaming machine characterized by the above.
2. the first control unit stops the game when the error occurs, enables the game to be resumed when the specific condition is satisfied, The gaming machine according to claim 1, characterized by the above.
Citation Information
Patent Citations
Game machine
JP2023114775A