Game machine
The gaming machine enhances player interest through a main control system for managing virtual media, a card unit for transaction management, and a light emitting mechanism that adapts to gameplay interruptions, improving engagement and enjoyment.
Patent Information
- Application Number
- JP2025082663
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-16
- Publication Date
- 2025-08-01
- Estimated Expiration
- 2042-08-29
AI Technical Summary
There is room for improvement in enhancing the interest of gaming machines, particularly in terms of the effects and gameplay dynamics.
The gaming machine incorporates a main control means for managing virtual game media, a virtual game medium number control means for tracking and transferring media, and a light emitting means that changes its mode based on the elapsed time since the player interrupted the game, along with a card unit for managing game media transactions.
This enhances the interest of the game by providing dynamic gameplay experiences and improved interaction with the player, increasing engagement and enjoyment.
Smart Images

Figure 2025113327000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a spring-loaded pachinko gaming machine.
Background Art
[0002] A pachinko gaming machine includes a main control board that controls the progress of the game and an effect control board that controls the effects of the game through the liquid crystal display and accessories on the game board surface. Some pachinko gaming machines have a normal state and a short-time state in which the degree of advantage related to the auxiliary game is higher than that in the normal state, and in the short-time state, it is configured to make it easier to start winning. As a document disclosing the technology related to the effects of this type of gaming machine, there is Patent Document 1.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, there was room for improvement in the effects of this type of gaming machine in terms of the interest of the effects.
[0005] The present invention has been made in view of such problems, and an object thereof is to further enhance the interest of the game of the gaming machine.
Means for Solving the Problems
[0006] In order to solve the above problems, the present invention provides a main control means for controlling the progress of a game involving the granting of virtual game media, a virtual game medium number control means for receiving a transfer signal of the number of virtual game media corresponding to the information of a connected card unit, storing it in a memory, performing processing related to subtraction and addition of the number of playable virtual game media in the memory according to the progress of the game, and transmitting a transfer signal of a predetermined number of virtual game media in the memory to the card unit when a count button is operated, and a light emitting means. When the number of playable virtual game media in the memory is equal to or more than a predetermined number, the light emitting mode of the light emitting means is changed according to the elapsed time since the player interrupted the game, and a gaming machine is provided.
Effect of the Invention
[0007] According to the present invention, the interest of the game in the gaming machine can be further enhanced.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] <First Embodiment> FIG. 1 is a front view of a gaming machine 1 and a card unit 9 according to the first embodiment of the present invention. FIG. 2 is an enlarged view of a second large winning opening 17 in the gaming machine 1. FIG. 3 is a perspective view of the back side of the gaming machine 1 and the card unit 9. FIG. 4 is a view showing a main control board 10 and a frame control board 160 on the back of the gaming machine 1, and covers 10c and 160c covering them. FIG. 5 is a block diagram showing the configuration of the gaming machine 1. FIG. 6 is a block diagram showing the configuration of the card unit 9.
[0010] The gaming machine 1 of the present embodiment is a type of mixed machine of one kind and two kinds, and is called a management gaming machine that encloses and circulates game balls, which are virtual game media, inside the gaming machine 1. The gaming machine 1 is connected to a card unit 9.
[0011] As shown in FIG. 1, in the center of the front of the card unit 9, there are a lending button 98 and a discharge button 99. Above the lending button 98, there are provided an amount display 93 and a bill insertion slot 91 of a bill discriminator 91a. Below the discharge button 99, there are provided a number-of-held-balls display 94 and a card insertion slot 92 of a card reader / writer 92a. The player sits on the seat of a desired gaming machine 1 in the hall, inserts a bill 6 into the bill insertion slot 91 or inserts his / her own card 7 into the card insertion slot 92 to start the game.
[0012] As shown in FIG. 7, when a player inserts a bill 6 into the bill insertion slot 91, a number indicating the amount of the inserted bill 6 (in the example of FIG. 7, 5 indicating 5,000 yen) is displayed on the amount display 93. In this state, when the player presses the lending button 98 of the card unit 9, the number on the amount display 93 changes to a number reduced by 1,000 yen (in the example of FIG. 7, 4 indicating 4,000 yen), and lending notification data, which is a transfer signal of the number of game balls that can be played on the gaming machine 1, is transmitted from the card unit 9 to the gaming machine 1, and the number of game balls indicated by this lending notification data (since 1 game ball = 4 yen, in the example of FIG. 7, 250 balls) is displayed on the game ball number display 84 of the gaming machine 1. When the lending button 98 is pressed multiple times, a larger number of game balls are transferred from the card unit 9 to the gaming machine 1. If the number of held balls information is recorded in the card 7 inserted in the card unit 9, the number of held balls information is consumed by subtracting only the number of game balls indicated by the lending notification data, giving priority to the number of held balls information over the amount of money.
[0013] When 1 or more game balls are displayed on the game ball number display 84 of the gaming machine 1, and the player performs a firing operation, a game ball is fired, and each time a single firing occurs, the number on the game ball number display 84 changes to a number reduced by 1. Also, when a game ball wins in the general winning opening 12, the first major winning opening 16, the second major winning opening 17, the first starting opening 14, or the second starting opening 15, the number on the game ball number display 84 changes to a number added with the number of bonus balls.
[0014] As shown in FIG. 8, when the player briefly presses the counting button 8 of the gaming machine 1 once, the number on the game ball number display 84 changes to a number reduced by 1 (in the example of FIG. 8, 13253 obtained by subtracting 1 from 13254), counting notification data, which is a transfer signal of 1 game ball number, is transmitted from the gaming machine 1 to the card unit 9, and the number on the held ball number display 94 of the card unit 9 changes to a number added with 1.
[0015] As shown in Fig. 9, when a player long-presses the count button 8 of the gaming machine 1 once, the number on the game ball counter 84 changes to the number obtained by subtracting 250 (in the example of Fig. 9, 13004 obtained by subtracting 250 from 1,3254), and count notification data, which is a transfer signal for 250 game balls, is transmitted from the gaming machine 1 to the card unit 9, and the number on the game ball counter 84 of the card unit 9 changes to the number obtained by adding 250.
[0016] As shown in Fig. 10, when a player presses the ejection button 99 of the card unit 9, the amount information corresponding to the number on the amount indicator 93 at that time and the number of balls in hand information corresponding to the number on the game ball counter 84 are written onto the card 7 that is pre-stored in the card unit 9, and this card 7 is ejected from the card insertion slot 92 of the card unit 9. When the player wants to interrupt the game and leave the seat of the gaming machine 1, by pressing the ejection button 99, the player can record the amount information and the number of balls in hand information of the game balls transferred from the gaming machine 1 to the card unit 9 onto the card 7 and take it out.
[0017] As shown in Fig. 11, when a player inserts their own card 7 into the card insertion slot 92, the number on the amount indicator 93 changes to the number of the amount information in the card 7 (in the example of Fig. 11, 2 indicating 2,000 yen), and the number on the balls in hand counter 94 changes to the number of the balls in hand information in the card 7 (in the example of Fig. 11, 13253). Here, if there is no amount information written on the card 7, 0 is displayed on the amount indicator 93. Thereafter, similar to Figs. 7 to 10, the player plays the game while transferring the number of game balls from the card unit 9 to the gaming machine 1 by operating the lending button 98 and transferring the number of game balls from the gaming machine 1 to the card unit 9 by operating the count button 8, records the amount information and the number of balls in hand information in the card unit 9 onto the card 7 by operating the ejection button 99, and leaves the seat with that card 7.
[0018] As shown in Fig. 1, the housing of the gaming machine 1 has a rectangular outer frame 60 and a glass door 50 that visibly covers the game area 56 of the outer frame 60.
[0019] One end of the glass door 50 (left side facing the gaming machine 1) is connected to the outer frame 60 via a hinge mechanism 51. A lock mechanism is provided at the other end of the glass door 50 (right side facing the gaming machine 1). When the lock mechanism of the glass door 50 is unlocked with a dedicated key, the glass door 50 can be swung by the hinge mechanism 51 to open the gaming area 56. A door sensor 81d is provided on the glass door 50. When the door sensor 81d detects the opening of the glass door 50, it outputs a door open detection signal.
[0020] On the lower left side of the gaming area 56, a first special symbol display device 20, a second special symbol display device 21, a first special symbol hold indicator 23, a normal symbol display device 22, and a normal symbol hold indicator 25 are provided.
[0021] The first special symbol display device 20 notifies the lottery result of the jackpot lottery conducted on the occasion of the entry of a game ball into the first start port 14 of the gaming area 56 (hereinafter, appropriately referred to as "start winning"). The second special symbol display device 21 notifies the lottery result of the jackpot lottery conducted on the occasion of the entry of a game ball into the second start port 15 of the gaming area 56 (hereinafter, appropriately referred to as "start winning"). The first special symbol display device 20 and the second special symbol display device 21 variably display a plurality of types of special symbols that can be individually identified. In the following description, the special symbol variably displayed on the first special symbol display device 20 is appropriately referred to as the "first special symbol", and the special symbol variably displayed on the second special symbol display device 21 is appropriately referred to as the "second special symbol".
[0022] The first special symbol hold indicator 23 displays the number of holds of the variation of the first special symbol.
[0023] The normal symbol display device 22 notifies the lottery result of the normal symbol lottery conducted on the occasion of a game ball passing through the normal symbol gate 13. The normal symbol display device 22 variably displays a plurality of types of normal symbols that can be individually identified.
[0024] The normal symbol hold indicator 25 displays the number of holds of the variation of the normal symbol.
[0025] The game area 56 of the gaming machine 1 has a substantially oval shape. The game area 56 is divided into a left area 56L on the left side and a right area 56R on the right side with respect to the center in the left - right direction. At the left end of the left area 56L, rails 5a, 5b are provided which extend in an arc shape with a space slightly wider than the game balls between them.
[0026] Below the portion of the glass door 50 that covers the game area 56, an effect button 35 is provided. The effect button 35 is provided with an effect - button detection switch 35a. When the effect - button detection switch 35a detects that the effect button 35 has been pressed, it outputs an on - signal indicating that fact.
[0027] To the left of the effect button 35, a cross key 39 is provided. The cross key 39 consists of an up - cursor key 39A, a down - cursor key 39B, a left - cursor key 39C, and a right - cursor key 39D. At a position surrounded by the up - cursor key 39A, the down - cursor key 39B, the left - cursor key 39C, and the right - cursor key 39D, a center key 39E is provided.
[0028] On the up - cursor key 39A, the down - cursor key 39B, the left - cursor key 39C, and the right - cursor key 39D of the cross key 39, cross - key detection switches 39a, 39b, 39c, and 39d are provided. On the center key 39E, a center - key detection switch 39e is provided. When the cross - key detection switch 39a detects that the up - cursor key 39A has been pressed, it outputs an on - signal indicating that fact. When the cross - key detection switch 39b detects that the down - cursor key 39B has been pressed, it outputs an on - signal indicating that fact. When the cross - key detection switch 39c detects that the left - cursor key 39C has been pressed, it outputs an on - signal indicating that fact. When the cross - key detection switch 39d detects that the right - cursor key 39D has been pressed, it outputs an on - signal indicating that fact. When the center - key detection switch 39e detects that the center key 39E has been pressed, it outputs an on - signal indicating that fact.
[0029] Below the right lower side of the effect button 35 on the glass door 50, an operation handle 3 is provided. A touch sensor 3a is provided inside the operation handle 3. The touch sensor 3a is composed of a capacitance-type proximity switch that utilizes the change in capacitance due to the player's contact with the operation handle 3. In the vicinity of the rotating part of the operation handle 3, a firing volume 3b, a solenoid for firing 4a, and a ball feed solenoid 4b are provided. The firing volume 3b is composed of a variable resistor. The solenoid for firing 4a is composed of a rotary solenoid. The ball feed solenoid 4b is composed of a linear solenoid. These respective parts 3a, 3b, 4a, and 4b perform operations related to the firing operation under the control of the firing control unit 170 in the frame control board 160. The game balls fired by the respective parts 3a, 3b, 4a, and 4b pass between the rails 5a and 5b and reach the game area 56, and fall unpredictably within the game area 56.
[0030] Between the rails 5a and 5b, a fired ball sensor 2a, a foul ball sensor 2b, a small ball sensor 81a, an iron ball sensor 81b, and a radio wave sensor 81c are provided. When the fired ball sensor 2a detects that the game ball launched between the rails 5a and 5b has exceeded the firing detection point at the upper end of the rail 5b, it outputs a firing signal. When the foul ball sensor 2b detects that the game ball launched between the rails 5a and 5b has returned without reaching the game area 56, it outputs a foul signal. When the small ball sensor 81a detects that a small ball has been launched between the rails 5a and 5b, it outputs a small ball detection signal. When the iron ball sensor 81b detects that an iron ball has been launched between the rails 5a and 5b, it outputs an iron ball detection signal. When the radio wave sensor 81c detects a radio wave, it outputs a radio wave detection signal.
[0031] Above the game area 56, a decorative member 7 that affects the flow of game balls is provided. At the periphery of the game area 56, a first effect driving device 330a, a second effect driving device 330b, a third effect driving device 330c, and a fourth effect driving device 330d are provided. The first effect driving device 330a has a first movable accessory 33a. The second effect driving device 330b has a second movable accessory 33b. The third effect driving device 330c has a third movable accessory 33c. The fourth effect driving device 330d has a fourth movable accessory 33d.
[0032] The first effect driving device 330a, the second effect driving device 330b, the third effect driving device 330c, and the fourth effect driving device 330d perform game effects by the operations of the first movable accessory 33a, the second movable accessory 33b, the third movable accessory 33c, and the fourth movable accessory 33d under the control of the lamp / drive control unit 150 in the effect control board 120.
[0033] The first movable accessory 33a, the second movable accessory 33b, the third movable accessory 33c, and the fourth movable accessory 33d are in a position where part or all of the accessory is hidden on the back side of the peripheral part of the game area 56 (hereinafter, this position is referred to as the initial position), and by moving from the initial position to the side of the game area 56 to expose the accessory, the development of the effect, the determination of a big win, etc. are notified.
[0034] As shown in FIG. 1, at the center of the first movable accessory 33a of the gaming machine 1, a first effect lighting device 340a is provided. The first effect lighting device 340a has a first lamp 34a. At the center of the upper part of the glass door 50, a second effect lighting device 340b is provided. The second effect lighting device 340b has a second lamp 34b. At the center of the third movable accessory 33c, a third effect lighting device 340c is provided. The third effect lighting device 340c has a third lamp 34c. At the slightly inner sides of the upper left and right corners of the glass door 50, a fourth effect lighting device 340d is provided. The fourth effect lighting device 340d has a fourth lamp 34d. The first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d are RGB full-color LED lamps.
[0035] The first stage lighting device 340a, the second stage lighting device 340b, the third stage lighting device 340c, and the fourth stage lighting device 340d perform game presentations by the light emission of the first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d under the control of the lamp / drive control unit 150 in the presentation control board 120.
[0036] On the left and right of the second stage lighting device 340b at the upper part of the gaming machine 1, there are provided audio output devices 32 (speakers). The audio output devices 32 perform game presentations by effect sounds under the control of the overall control unit 141 in the presentation control board 120.
[0037] A plurality of general winning openings 12 are provided below the left area 56L in the game area 56. A general winning opening detection switch 12a is provided in the general winning opening 12. When the general winning opening detection switch 12a detects the entry of a game ball into the general winning opening 12, it outputs a detection signal indicating the same.
[0038] A first major winning opening 16 is provided below the right area 56R in the game area 56. The first major winning opening 16 has a horizontally long rectangular shape. A first major winning opening detection switch 16a for detecting the entry of a game ball is provided in the first major winning opening 16. When the first major winning opening detection switch 16a detects the entry of a game ball into the first major winning opening 16, it outputs a detection signal indicating the same.
[0039] The first major winning opening 16 is provided with a first major winning opening and closing door 16b and a first major winning opening and closing solenoid 16c for switching the opening and closing of the first major winning opening and closing door 16b. The first major winning opening and closing door 16b is in the shape of a rectangular plate having substantially the same dimensions as the first major winning opening 16. The lower edge of the first major winning opening and closing door 16b is pivotally attached to the lower edge of the first major winning opening 16 so as to be swingable. When the first major winning opening and closing solenoid 16c is turned off, the first major winning opening and closing door 16b stands substantially flush with the game board surface of the game area 56 and closes the first major winning opening 16 in a closed state. When the first major winning opening and closing solenoid 16c is turned on, the first major winning opening and closing door 16b is in an open state tilted forward with the lower edge of the first major winning opening 16 as a fulcrum.
[0040] While the first major winning opening and closing door 16b is in the closed state, the game balls falling from above the first major winning opening 16 pass straight in front of the first major winning opening 16. Therefore, while the first major winning opening and closing door 16b is in the closed state, the game balls do not enter the first major winning opening 16. On the other hand, while the first major winning opening and closing door 16b is in the open state, most of the game balls falling from above the first major winning opening 16 hit the tray surface facing upward of the first major winning opening and closing door 16b and enter the first major winning opening 16.
[0041] A second major winning opening 17 is provided at the lower center of the game area 56. The second major winning opening 17 is provided with a second major winning opening and closing door 17b and a second major winning opening and closing solenoid 17c for switching the opening and closing of the second major winning opening and closing door 17b. The second major winning opening and closing door 17b is in the shape of a rectangular plate having substantially the same dimensions as the second major winning opening 17. The lower edge of the second major winning opening and closing door 17b is pivotally attached to the lower edge of the second major winning opening 17 so as to be swingable. When the second major winning opening and closing solenoid 17c is turned off, the second major winning opening and closing door 17b stands substantially flush with the game board surface of the game area 56 and closes the second major winning opening 17 in a closed state. When the second major winning opening and closing solenoid 17c is turned on, the second major winning opening and closing door 17b is in an open state tilted forward with the lower edge of the second major winning opening 17 as a fulcrum.
[0042] While the second large winning opening / closing door 17b is in the closed state, the game balls that fall from diagonally above the right and diagonally above the left of the second large winning opening 17 pass straight in front of the second large winning opening 17. For this reason, while the second large winning opening / closing door 17b is in the closed state, the game balls do not enter the second large winning opening 17. On the other hand, while the second large winning opening / closing door 17b is in the open state, most of the game balls that fall from above the second large winning opening 17 hit the tray surface facing above the second large winning opening / closing door 17b and are guided into the inside of the second large winning opening 17.
[0043] As shown in FIG. 2, a specific area 19B (V winning opening) is provided inside the second large winning opening 17. A slide member 19c is provided in the specific area 19B. The slide member 19c serves as a sorting device that sorts the game balls passing over the specific area 19B into those that are allowed to enter the specific area 19B and those that are not.
[0044] When the specific area opening / closing solenoid 18d is turned off, the slide member 19c advances to the front side to close the specific area 19B, and when the specific area opening / closing solenoid 18d is turned on, the slide member 19c retracts to the rear side to release the specific area 19B. While the specific area 19B is in the open state, the game balls enter the specific area 19B. While the specific area 19B is in the closed state, the game balls pass over the specific area 19B and are discharged from the opening 19e. When the specific area detection switch 18a detects the passage of a game ball in the specific area 19B, it outputs a detection signal indicating that fact.
[0045] Above the second large winning opening 17 in the lower center of the game area 56, there are a first start opening 14 and a second start opening 15. The first start opening 14 and the second start opening 15 are arranged vertically. A first start opening detection switch 14a is provided at the first start opening 14. When the first start opening detection switch 14a detects the passage of a game ball at the first start opening 14, it outputs a detection signal indicating that fact.
[0046] A second start port 15 is provided with a second start port detection switch 15a. When the second start port detection switch 15a detects the passage of a game ball through the second start port 15, it outputs a detection signal indicating the same.
[0047] The second start port 15 is provided with a pair of movable pieces 15b and a start port opening / closing solenoid 15c for switching the opening and closing of the movable pieces 15b. The movable pieces 15b and the start port opening / closing solenoid 15c serve as auxiliary game execution means. When the start port opening / closing solenoid 15c is turned off, the pair of movable pieces 15b each assume a closed state where they stand upright. When the start port opening / closing solenoid 15c is turned on, the pair of movable pieces 15b assume an open state where they are inclined in an inverted V shape.
[0048] While the movable pieces 15b are in the closed state, most of the game balls that fall from the upper left and right diagonals of the second start port 15 towards the second start port 15 hit the outer surface of the movable pieces 15b and bounce back. Therefore, while the movable pieces 15b are in the closed state, it is difficult for the game balls to pass through the second start port 15. On the other hand, while the movable pieces 15b are in the open state, most of the game balls that fall from the upper left and right diagonals of the second start port 15 towards the second start port 15 are guided to the inner surface of the movable pieces 15b and reach the second start port 15. Therefore, while the movable pieces 15b are in the open state, it is easier for the game balls to pass through the second start port 15.
[0049] A normal symbol gate 13 is provided at a position slightly above and separated from the first large winning port 16 in the right region 56R of the game area 56. The normal symbol gate 13 is provided with a gate detection switch 13a. When the gate detection switch 13a detects the passage of a game ball through the normal symbol gate 13, it outputs a detection signal indicating the same.
[0050] At the center of the bottom side of the game area 56, an out port 11 is provided. Game balls that reach the bottom side of the game area 56 without entering any of the general winning ports 12, the first start port 14, the second start port 15, the first big winning port 16, and the second big winning port 17 are discharged through the out port 11. An out ball detection switch 19a is provided at the out port 11. When the out ball detection switch 19a detects the passage of a game ball at the out port 11, it outputs a detection signal indicating that fact.
[0051] On the right side of the bottom side of the game area 56, a game ball number display 84 is provided. The game ball number display 84 consists of 8-digit 7-segment LEDs. The game ball number display 84 displays information such as the number of game balls and error messages according to the display data transmitted from the emission control unit 170 in the frame control board 160. An annular game notification lamp 86 is provided around the game ball number display 84. The game notification lamp 86 emits light according to the display data transmitted from the emission control unit 170 in the control board 160. A counting button 8 is provided below the game ball number display 84.
[0052] Here, as shown in FIG. 12, the game states of the gaming machine 1 of the present embodiment include a normal state, a low base short state, a high base short state, a non-game state 1, and a non-game state 2. The normal state and the low base short state are game states in which the game can be played by hitting left. The high base short state is a game state in which the game can be played by hitting right. In the normal state, the variation time of the normal symbol is 60 seconds, and the opening time of the movable piece 15b per winning of the normal symbol lottery is 0.1 second. In the low base short state, the variation time of the normal symbol is 59 seconds, and the opening time of the movable piece 15b per winning of the normal symbol lottery is 0.11 second. In the high base short state, the variation time of the normal symbol is 5 seconds, and the opening time of the movable piece 15b per winning of the normal symbol lottery is 6 seconds.
[0053] The difference between the variation time of the normal symbol in the short low-base state and the variation time of the normal symbol in the normal state is only 1 second, and the degree of advantage related to the auxiliary game in the short low-base state is almost the same as the degree of advantage related to the auxiliary game in the normal state. The variation time of the normal symbol in the short high-base state is more than 50 seconds shorter than the variation time of the normal symbol in the normal state or the short low-base state, and the degree of advantage related to the auxiliary game in the short high-base state is higher than the degree of advantage related to the auxiliary game in the normal state or the short low-base state. In this sense, if the normal state is regarded as the first normal state, the short low-base state can be said to be the second normal state with a higher degree of advantage related to the auxiliary game than the first normal state, and the short high-base state can be said to be the short-time state with an even higher degree of advantage related to the auxiliary game than the second normal state.
[0054] The non-game state 1 is a state in which the game is not executed because a predetermined error has occurred in the main control board 10. The errors in the main control board 10 include a complete function activation error. The complete function is a function that restricts the execution of further games when the maximum number of game balls obtained in the gaming machine 1 exceeds 95,000, which is the upper limit value for one day.
[0055] The non-game state 2 is a state in which the game is not executed because a specific error has occurred in the frame control board 160. The errors in the frame control board 160 include a small ball detection error, an iron ball detection error, and a radio wave detection error.
[0056] In FIG. 1, in the gaming machine 1, a jackpot lottery is executed on the occasion of the establishment of the start condition of the first special symbol due to the start winning of the first start port 14 and the establishment of the start condition of the second special symbol due to the start winning of the second start port 15. When the lottery result is a jackpot, the special symbol stops in the jackpot stop mode after a variable display for a predetermined time. When it is a minor win, the special symbol stops in the minor win stop mode after a variable display for a predetermined time. When it is a loss, the special symbol stops in the loss stop mode after a variable display for a predetermined time. Also, a normal symbol lottery is executed on the occasion of the establishment of the start condition of the normal symbol due to the passage of the game ball through the normal symbol gate 13. When the lottery result of the normal symbol lottery is a win, the normal symbol stops in the win stop mode after a variable display for a predetermined period, and the movable piece 15b is released in the win release mode. When it is a loss, the normal symbol stops in the loss stop mode after a variable display for a predetermined time.
[0057] The gaming machine 1 has a total of eight types of jackpots, five types of first-class jackpots and three types of second-class jackpots. When the special symbol stops at the jackpot symbol, the jackpot game of the first-class jackpot is executed as a special game. When the special symbol stops at the minor win symbol, a minor win game is executed. In the minor win game, when a game ball wins in the specific area 19B, the jackpot game of the second-class jackpot is executed as a special game. The eight types of jackpots are as follows.
[0058] A1. First-class 10R win A This jackpot is one of the ones that can be selected in the jackpot lottery on the occasion of the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the tenth round are played. In each round game, the first big winning port 16 is opened and closed in the opening and closing mode of opening of the first big winning port 16 until the number of winning times of the first big winning port 16 reaches the specified number (for example, 9) or the specified time (for example, 29 seconds) elapses → closing of the first big winning port 16 for 2 seconds.
[0059] As shown in the game flow of FIG. 13, when a first type 10R hits A in the normal state, the game state after the special game returns to the normal state again. When a first type 10R hits A in the low base short state, the game state after the special game becomes the low base short state again. The number of short-time counts (B) when it becomes the low base short state after going through the special game of a first type 10R hitting A is 500 times.
[0060] B1. First type 2R hits B This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of winning counts of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.
[0061] As shown in the game flow of FIG. 13, when a first type 2R hits B in the normal state, the game state after the special game returns to the normal state again. When a first type 2R hits B in the low base short state, the game state after the special game becomes the normal state.
[0062] C1. First type 2R hits C This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of winning counts of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.
[0063] As shown in the game flow of FIG. 13, when C occurs for the first type 2R in the normal state, the game state after the special game becomes the high base short state. The short time count (J) when it becomes the high base short state after passing through the special game of the first type 2R per C is 100 times. When C occurs for the first type 2R in the low base short state, the game state after the special game becomes the low base short state again. The short time count (B) when it becomes the low base short state after passing through the special game of the first type 2R per C is 700 times.
[0064] F1. F for the first type 10R per hit This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, round games from the first round to the tenth round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of opening of the first big winning opening 16 until the number of winning prizes of the first big winning opening 16 reaches the specified number or the specified time elapses → closing of the first big winning opening 16 for 2 seconds.
[0065] As shown in the game flow of FIG. 13, when F occurs for the first type 10R in the high base short state, the game state after the special game becomes the high base short state again. The short time count (J) when it becomes the high base short state after passing through the special game of the first type 10R per F is 100 times.
[0066] G1. G for the first type 2R per hit This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, round games from the first round to the second round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of opening of the first big winning opening 16 until the number of winning prizes of the first big winning opening 16 reaches the specified number or the specified time elapses → closing of the first big winning opening 16 for 2 seconds.
[0067] As shown in the game flow of FIG. 13, when a Type 1 2R jackpot results in a G in the high base short state, the game state after the special game becomes the high base short state again. The number of short-time occurrences (J) when it becomes the high base short state after the special game of the Type 1 2R jackpot resulting in a G is 100 times.
[0068] H1. H for a Type 2 substantial 9R jackpot This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the minor jackpot game which is the substantial first round and winning in the specific area 19B, round games from the second round to the tenth round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.
[0069] As shown in the game flow of FIG. 13, when a Type 2 substantial 9R jackpot results in an H in the high base short state, the game state after the special game becomes the high base short state again. The number of short-time occurrences (J) when it becomes the high base short state after the special game of the Type 2 substantial 9R jackpot resulting in an H is 100 times.
[0070] I1. I for a Type 2 substantial 2R jackpot This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the minor jackpot game which is the substantial first round and winning in the specific area 19B, round games from the second round to the third round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.
[0071] As shown in the game flow of FIG. 13, when it becomes I for every second type substantial 2R hit in the high base short state, the game state after the special game becomes the high base short state again. The number of short time occurrences (J) when it becomes the high base short state after going through the special game of I for every second type substantial 2R hit is 100 times.
[0072] J1. J for every second type substantial 9R hit This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the small jackpot game which is the substantial first round and winning in the specific area 19B, the round games of the second round to the tenth round are carried out. In each round game, the first big winning opening 16 is opened and closed in the opening and closing mode of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.
[0073] As shown in the game flow of FIG. 13, when it becomes J for every second type substantial 9R hit in the high base short state, the game state after the special game becomes the normal state. That is, in the gaming machine 1 of the present embodiment, during the high base short state, if it becomes F for every first type 10R hit, G for every first type 10R hit, H for every second type substantial 9R hit, or I for every second type substantial 2R hit, the most advantageous high base short state continues, but if it becomes J for every second type substantial 9R hit, it falls into the normal state.
[0074] The gaming machine 1 has four types of special blanks. The special blank is a blank that can be selected only in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. The four types of special blanks are as follows.
[0075] a1. High base short operation special blank a As shown in the game flow of FIG. 13, when it becomes this special blank a in the normal state, it becomes the high base short state. The number of short time occurrences (J) when it becomes the high base short state after going through the special blank a is 100 times.
[0076] b1. Low base short operation special blank b As shown in the game flow of FIG. 13, when this special losing combination b occurs in the normal state, it enters the short base time state. The number of short time occurrences (B) when entering the short base time state after passing through the special losing combination b is 700 times.
[0077] c1. Special losing combination c with short operation at low base As shown in the game flow of FIG. 13, when this special losing combination c occurs in the normal state, it enters the short base time state. The number of short time occurrences (B) when entering the short base time state after passing through the special losing combination c is 500 times.
[0078] d1. Special losing combination d with short operation at low base As shown in the game flow of FIG. 13, when this special losing combination d occurs in the normal state, it enters the short base time state. The number of short time occurrences (B) when entering the short base time state after passing through the special losing combination d is 300 times.
[0079] Losing combinations other than the above four types of special losing combinations are normal losing combinations. Stopping at the symbol of a normal losing combination itself does not trigger a change in the game state. However, as shown in the game flow of FIG. 13, if a variable display that stops at the symbol of a normal losing combination continues for 900 times during a game state that is not the high base time short state, after the 900th symbol stop, the game state becomes the high base time short state. The number of short time occurrences (J) when entering the high base time short state after 900 normal losing combinations is 100 times.
[0080] As described above, in the low base short state, the degree of advantage related to the auxiliary game is higher than that in the normal state. However, as shown in the game flow of FIG. , in the low base short state, no matter what symbol the special symbol stops at, it will not enter the high base short state. On the other hand, in the normal state, when the special symbol stops at the symbol of C for the first type 2R hit, after the end of the special game, it will enter the high base short state. When it stops at the symbol of the high base short operation special loss a, it will immediately enter the high base short state. Therefore, in terms of the ease of entering the high base short state, the normal state is more advantageous than the low base short state. Thus, in this embodiment, the player hopes to stay in the normal state and have more opportunities to draw the symbols of C for the first type 2R hit or the high base short operation special loss a and enter the high base short state. Also, during the low base short state, the player hopes to draw the symbol of B for the first type 2R hit as soon as possible or consume the variation of the low base short count (B) and enter the normal state.
[0081] In FIG. 1, an image display device 31 is fitted between the decorative member 7 and the first start port 14 in the game area 56. The image display device 31 performs game effects by means of effect images under the control of the overall control unit 141 in the effect control board 120. More specifically, the image display device 31 performs a symbol variation effect as an effect in accordance with the symbol variation display of the special symbol. As shown in FIG. 14(a), in the symbol variation effect, the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z (hereinafter, these symbols 36L, 36C, 36R, 36Z are appropriately referred to as "decorative symbols 36") are displayed. The left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z report the same big hit determination result as that indicated by the special symbols of the first special symbol display device 20 and the second special symbol display device 21 due to the variation synchronized with the first special symbol display device 20 and the second special symbol display device 21.
[0082] As shown in FIG. 14(a), when the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z stop in a winning mode and a special game is performed, a special game performance is carried out in accordance with the special game. In the special game performance, an opening performance related to the opening of the special game, a round game performance related to the round game, an ending performance related to the ending of the special game, and the like are performed.
[0083] As shown in FIG. 14(b), in the lower part of the center in the image display device 31, the variable image 37(0) is displayed. When there is a hold of the variation of the first special symbol, on the left side of the variable image 37(0) in the image display device 31, the image 371(1) of the first hold (the hold with the first variation order) in the first special symbol, the image 371(2) of the second hold (the hold with the second variation order), the image 371(3) of the third hold (the hold with the third variation order), and the image 371(4) of the fourth hold (the hold with the fourth variation order) are displayed, with a maximum of 4 images.
[0084] When the number of hold displays of the first special symbol hold display 23 increases, the images 371(1), 371(2), 371(3), or 371(4) corresponding to the increased number of holds appear.
[0085] During the display of the images 371(1), 371(2), 371(3), or 371(4) corresponding to the number of hold displays of the first special symbol hold display 23, each time one variation of the special symbol ends, the variable image 37(0) of the variation disappears, the image 371(1) of the first hold moves to the position of the variable image 37(0) of the variation, and the images 371(2), 371(3), or 371(4) after the second hold move to the positions adjacent to the right of each of them.
[0086] In the following description, the images 37(0), 371(1), 371(2), 371(3), 371(4) are appropriately referred to as "hold display images".
[0087] As shown in FIG. 15, the gaming machine 1 of the present embodiment has three modes: an evening mode, a daytime mode, and a night mode. The evening mode is the mode when in the normal state. The daytime mode is the mode when in the low base time-short state. The night mode is the mode when in the high base time-short state. During the evening mode, a background image showing the evening scene is displayed during normal variation. During the daytime mode, a background image showing the daytime scene is displayed during normal variation. During the night mode, a background image showing the night scene is displayed during normal variation.
[0088] As shown in FIG. 16, in the daytime mode, the evening mode, and the night mode, at the beginning of the effect according to the symbol variation display, a normal variation image in which the left symbol 36L, the middle symbol 36C, and the right symbol 36R are randomly displayed once on top of the background image corresponding to the current mode is displayed.
[0089] As shown in FIG. 17, in the effects according to the symbol variation display in the daytime mode, the evening mode, and the night mode, there is a case where an effect that progresses from the normal variation effect to the normal reach is executed. The probability of a big win when progressing from the normal variation effect to the normal reach effect is higher than when not progressing to the normal reach effect.
[0090] When progressing from the normal variation effect to the normal reach effect, one of the left symbol 36L and the right symbol 36R (the left symbol 36L in the example of FIG. 17) temporarily stops, and after the one-round display of the two symbols excluding the temporarily stopped one continues for a while, the other of the left symbol 36L and the right symbol 36R (the right symbol 36R in the example of FIG. 17) temporarily stops with the same type of symbol as the one that stopped first.
[0091] As shown in FIGS. 18 and 19, in the effects according to the symbol variation display in the daytime mode and the evening mode, there is a case where a roulette effect is executed. In the night mode, the roulette effect is not executed. The roulette effect is an effect that suggests which of a plurality of development destination candidates will develop according to the outcome of the roulette.
[0092] The outcomes of the roulette include "day", "evening", and "loss". The outcome of "day" suggests entering the day mode. The outcome of "evening" suggests entering the evening mode. The outcome of "loss" suggests stopping at a normal losing pattern.
[0093] As shown in Fig. 18(a), in the roulette show during the evening mode, when the outcome of the roulette is "evening", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as "212", and the characters "Continue Evening Mode" appear. Then, while maintaining the background image of the evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the next change.
[0094] As shown in Fig. 18(b), in the roulette show during the evening mode, when the outcome of the roulette is "day", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as "232", and the characters "Enter Day Mode" appear. Then, the background image switches to that of the day mode, and the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the next change.
[0095] As shown in Fig. 18(c), in the roulette show during the evening mode, when the outcome of the roulette is "loss", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as a combination of losing patterns other than "212" and "213" (in the example of Fig. 18(c), it is "272"). Then, while maintaining the background image of the evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the next change.
[0096] As shown in Fig. 19(a), in the roulette show during the day mode, when the outcome of the roulette is "day", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as "232", and the characters "Continue Day Mode" appear. Then, while maintaining the background image of the day mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the next change.
[0097] As shown in Fig. 19(b), in the roulette effect in the daytime mode, when the outcome of the roulette is "evening", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as "212", and the characters "Entering the evening mode" appear. Thereafter, while maintaining the background image of the evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the next change.
[0098] As shown in Fig. 19(c), in the roulette effect in the daytime mode, when the outcome of the roulette is "loss", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as a combination of losing patterns other than "212" and "213" (in the example of Fig. 19(c), "272"). Thereafter, while maintaining the background of the daytime mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the next change.
[0099] As shown in Fig. 20, in the effects corresponding to the symbol change displays in the daytime mode, evening mode, and night mode, the normal reach effect may develop into the SP reach effect. In the SP reach effect, the image display device 31 displays the effect image of the SP reach effect. The winning reliability when developing from the normal reach effect to the SP reach effect is higher than when not advancing to the SP reach effect.
[0100] When developing from the normal reach effect to the SP reach effect, the middle symbol 36C decelerates and seems to stop, and then rotates at high speed, and the left symbol 36L and the right symbol 36R move away from the left and right corners of the screen. Accordingly, the effect image becomes the SP reach animation.
[0101] As shown in Fig. 21, when a hold of the special symbol change occurs due to a start win, and a preview hold display change effect in which the change corresponding to the hold (in the examples of Fig. 21(a) and Fig. 21(b), the third hold of the first special symbol) is the final change is being executed, the timing t immediately after the start of each change between the start win and the final change HH (In the examples of Fig. 21(a) and Fig. 21(b), the timing t immediately after the start of the change two before the final change HH (2), the timing t immediately after the start of the change one before the final changeHH (1) Timing t immediately after the start of the final change HH (0), the display mode of the reserved display image corresponding to the final change changes to any one of blue, green, and red. In the preview reserved display change effect, the hit reliability increases in the order of blue < green < red.
[0102] In FIG. 3, on the back surface of the gaming machine 1, a main control board 10, a frame control board 160, an effect control board 120, a power supply board 70, a power plug 161, a power switch 162, etc. are provided. The main control board 10 is covered by a cover 10c. The frame control board 160 is covered by a cover 160c. As shown in FIG. 4, inside the cover 10c, there are a main control board 10 and a RAM clear button 110e. Inside the cover 160c, there are a frame control display 85 and a game ball number clear button 180e. The frame control display 85 displays information such as the number of game balls and error messages according to the display data transmitted from the launch control unit 170 in the frame control board 160. The covers 10c and 160c are provided with holes 10e and 160e. Even when the covers 10c and 160c are attached, it is possible to press the RAM clear button 110e at the back of the hole 10e to turn on the RAM clear button 110e, or press the game ball number clear button 180e at the back of the hole 160e to turn on the game ball number clear button 180e.
[0103] When a power-on operation is performed on the gaming machine 1, power is supplied from the power supply board 70 to the main control board 10, the frame control board 160, and the effect control board 120, and these boards are activated.
[0104] Here, the power-on operations of the gaming machine 1 include a normal power-on operation, a main control board RAM clear power-on operation, a frame control board RAM clear power-on operation, and a full RAM clear power-on operation. As shown in Fig. 22(a), in the normal power-on operation, the RAM clear button 110e and the game ball count clear button 180e are set to the OFF state, and the power switch 162 is turned ON. As shown in Fig. 22(b), in the main control board RAM clear power-on operation, the RAM clear button 110e is set to the ON state, the game ball count clear button 180e is set to the OFF state, and the power switch 162 is turned ON. As shown in Fig. 22(c), in the frame control board RAM clear power-on operation, the RAM clear button 110e is set to the OFF state, the game ball count clear button 180e is set to the ON state, and the power switch 162 is turned ON. As shown in Fig. 22(d), in the full RAM clear power-on operation, the RAM clear button 110e is set to the ON state, the game ball count clear button 180e is set to the ON state, and the power switch 162 is turned ON.
[0105] In Fig. 5, the main control board 10 controls the progress of the game involving the awarding of game balls in the gaming machine 1. The main control board 10 includes a one-chip microcomputer 110m, a random number circuit 110f, an input port, an output port, etc. The one-chip microcomputer 110m of the main control board 10 is composed of a main CPU 110a, a main ROM 110b, and a main RAM 110c. The random number circuit 110f generates a jackpot random number value within the numerical range of 0 to 65535.
[0106] Connected to the input port of the main control board 10 are a general winning port detection switch 12a, a gate detection switch 13a, a first start port detection switch 14a, a second start port detection switch 15a, a first big winning port detection switch 16a, a specific area detection switch 18a, and an out ball detection switch 19a.
[0107] Connected to the output port of the main control board 10 are a start gate opening / closing solenoid 15c, a first big winning port opening / closing solenoid 16c, a second big winning port opening / closing solenoid 17c, a specific area opening / closing solenoid 18d, a first special symbol display device 20, a second special symbol display device 21, a normal symbol display device 22, a first special symbol hold indicator 23, and a normal symbol hold indicator 25.
[0108] Based on input signals from each detection switch and timer, the main CPU 110a of the main control board 10 reads out the program stored in the main ROM 110b and performs arithmetic processing. When the power-on operation is performed, the main CPU 110a executes initial setting processing. After the initial setting processing is completed and the game becomes playable, the main CPU 110a controls the progress of games such as the variation of special symbols, the variation of normal symbols, and special games.
[0109] Stored in the main ROM 110b of the main control board 10 are data such as game control programs. Stored in the main ROM 110b are various tables such as a big win determination table for the special symbol display devices 20 and 21, a hit determination table for the normal symbol display device 22, a symbol determination table, a variation pattern determination table, a pre-determination table, a special game control table, a big winning port opening / closing control table, a setting table at the end of a special game, a setting table when a special losing symbol stops, an auxiliary game control table, and a movable piece release control table. Details of these tables will be described later.
[0110] In the main RAM 110c of the main control board 10, there are provided various storage areas such as a special symbol storage area, a special drawing special power processing data storage area, a stop symbol data storage area, a normal symbol reservation storage area, a normal drawing normal power processing data storage area, a normal symbol data storage area, a complete information storage area, a game state flag storage area, a specific area winning flag storage area, a game machine information transmission waiting timer counter, a response reception waiting timer counter, a communication failure determination counter, a maximum number of acquired game balls counter, a round number (R) counter, a large winning opening ball entry number (C) counter, a first special symbol reservation number (U1) counter, a normal symbol reservation number (G) counter, a low base short time number (B) counter, a high base short time number (J) counter, a variation number (L) counter, an open number (S) counter, a special power operation number (K) counter, a special symbol time counter, a special game timer counter, a normal symbol time counter, an auxiliary game timer counter, a game state buffer, a production transmission data storage area, etc. Here, when the power is off, the data in the used area of the main RAM 110c is backed up by the backup power supply 74 after adding a checksum, and when the power is restored, this backup information is restored through data check by the checksum.
[0111] The frame control board 160 controls the payout of game balls and the counting of game balls. The frame control board 160 is connected to the main control board 10 so as to be communicable bidirectionally. The frame control board 160 includes a launch control unit 170, a game ball number control unit 180, an input port, an output port, etc.
[0112] Connected to the input port of the frame control board 160 are a launch ball sensor 2a, a foul ball sensor 2b, a touch sensor 3a, a launch volume 3b, a launch solenoid 4a, a ball feed solenoid 4b, a small ball sensor 81a, an iron ball sensor 81b, a radio wave sensor 81c, a door sensor 81d, a count button detection switch 82, and a card unit input terminal board 83a. Connected to the output port of the frame control board 160 are a card unit output terminal board 83b, a game ball number display 84, a frame control display 85, and a game notification lamp 86.
[0113] The launch control unit 170 includes a launch CPU 170a, a launch ROM 170b, and a launch RAM 170c. Based on the input signal from the timer, the launch CPU 170a reads the program stored in the launch ROM 170b and performs arithmetic processing while using the launch RAM 170c as a work area. When the power-on operation is performed, the launch CPU 170a performs initial setting processing, and after the initial setting processing is completed and the game becomes playable, it controls the launch of game balls.
[0114] Data such as a launch control program is stored in the launch ROM 170b of the launch control unit 170. Various storage areas such as a launch permission flag storage area are provided in the launch RAM 170c of the launch control unit 170.
[0115] The game ball number control unit 180 includes a game ball number CPU 180a, a game ball number ROM 180b, and a game ball number RAM 180c. Based on the input signal from the timer, the game ball number CPU 180a reads the program stored in the game ball number ROM 180b and performs arithmetic processing while using the game ball number RAM 180c as a work area. When the power-on operation is performed, the game ball number CPU 180a performs initial setting processing, and after the initial setting processing is completed and the game becomes playable, it performs processing related to subtraction and addition of the number of playable game balls according to the progress of the game, and controls the operation of the count button 8 based on the game state and the situation of the progress and stop of the game.
[0116] Data such as a game ball number control program is stored in the game ball number ROM 180b of the game ball number control unit 180. Various tables such as a seated lamp emission color determination table, a seated background color determination table, a vacated lamp emission color determination table, and a vacated background color determination table are stored in the game ball number ROM 180b. Details of these tables will be described later.
[0117] The game ball number RAM 180c is provided with various storage areas such as an error 1 occurrence information storage area, an error 2 occurrence information storage area, an error 3 occurrence information storage area, an error 4 occurrence information storage area, a counting button operation enable flag storage area, a counting button operation disable flag storage area, a game state flag storage area, a game machine information notification standby flag storage area, an absent flag storage area, a game interruption determination flag storage area, a counting notification standby flag storage area, a communication failure determination counter, a game machine information notification standby timer counter, a counting notification standby timer counter, a game interruption determination timer counter, a game ball number counter, a launched ball number counter, a total prize ball number counter, and a counted ball number counter. Here, when the power is cut off, the data in the used area of the game ball number RAM 180c is backed up by the backup power supply 74 after adding a checksum, and when the power is restored, this backup information is restored through data checking by the checksum.
[0118] The power supply board 70 supplies a power voltage to the game machine 1 and supplies a voltage drop detection signal to the main control board 10 and the frame control board 160 when the power voltage drops below a predetermined value.
[0119] The effect control board 120 performs effect control. The effect control board 120 is connected to the main control board 10 so as to be unidirectionally communicable from the main control board 10 to the effect control board 120. Also, the effect control board 120 is connected to the frame control board 160 so as to be unidirectionally communicable from the frame control board 160 to the effect control board 120. The effect control board 120 includes an overall control unit 141, a display / audio control unit 140, a lamp / drive control unit 150, input ports and output ports for effect control, etc. An effect button detection switch 35a, key detection switches 39a, 39b, 39c, 39d, etc. are connected to the input ports of the effect control board 120.
[0120] The performance control board 120 receives commands from the main control board 10, and controls the image display device 31, the audio output device 32, the performance driving devices 330a, 330b, 330c, 330d, and the performance lighting devices 340a, 340b, 340c, 340d based on the received commands. The performance control board 120 includes a performance control unit 120m, a display / audio control unit 140, and a lamp / driving control unit 150.
[0121] The performance control unit 120m includes a sub-CPU 120a, a sub-ROM 120b, a sub-RAM 120c, and an RTC 120d. The RTC 120d outputs a signal indicating the current date and time to the sub-CPU 120a. The RTC 120d operates by the supplied power when the power is supplied to the gaming machine 1, and operates by the power of the backup power 74 of the power supply board 70 when the power of the gaming machine 1 is turned off.
[0122] Based on the commands transmitted from the main control board 10 and the input signals from the timer, the sub-CPU 120a reads out the program stored in the sub-ROM 120b, and performs arithmetic processing while using the sub-RAM 120c as a work area. When the power-on operation is performed, the sub-CPU 120a performs initial setting processing, and after the initial setting processing is completed and the game becomes playable, it controls the performance according to the progress of the game.
[0123] Data such as performance control programs is stored in the sub-ROM 120b of the performance control unit 120m. Various tables such as a variable performance pattern determination table, a normal background setting table, and a special background setting table are stored in the sub-ROM 120b.
[0124] In the sub-RAM 120c, various storage areas are provided, such as a performance information storage area, a performance symbol storage area, a symbol variation performance pattern storage area, a game state information storage area, a performance pattern storage area, a special background image setting flag storage area, a special background image waiting setting flag storage area, and a special background variation number (P) counter.
[0125] The display / audio control unit 140 receives commands from the production control unit 120m and controls the image display device 31 and the audio output device 32 based on the received commands. The display / audio control unit 140 includes a general control unit 141, a CG ROM 146, an audio processor 144, an audio ROM 148, input / output ports, etc. The image display device 31 and the audio output device 32 are connected to the input / output ports of the display / audio control unit 140.
[0126] The general control unit 141 includes a general CPU 141a, a general ROM 141b, and a general RAM 141c. The general CPU 141a receives an operation clock from a crystal oscillator, reads out a program stored in the general ROM 141b, performs arithmetic processing while using the general RAM 141c as a work area, and controls the VDP 145 and the audio processor 144 based on the processing.
[0127] The general ROM 141b stores an image / audio control program for performing image display and audio control, a display list generation program for generating a display list composed of a drawing control command group, an animation pattern for displaying an animation of a production pattern, animation scene information, a sound list generation program for generating a sound list composed of a sound control command group, etc.
[0128] The VDP 145 is connected to the CG ROM 146. The CG ROM 146 stores compressed image data and uncompressed palette data. The image data is material data that aggregates pixel information of a predetermined range of pixels (for example, 32×32 pixels) in an image to be displayed as a sprite or a movie frame on the image display device 31 (for example, individual images such as a production symbol image, a background image constituting the background of the production symbol, a character image, and a subtitle image). The pixel information of the image data is composed of color number information that designates a color number for each pixel and an α value indicating the transparency of the image. The palette data is data that associates color number information that designates a color number with display color information indicating the actual display color of a pixel.
[0129] Inside the VDP145, a VRAM147 is provided. The VRAM147 has a display list storage area, a decompression storage area, a first frame buffer area, a second frame buffer area, and the like. The display list storage area is an area for temporarily storing the display list output from the overall control unit 141 (overall CPU 141a). The decompression storage area is an area for temporarily storing the decompressed image data of the compressed image data in the CGMOM.
[0130] The first frame buffer area and the second frame buffer area are areas for image drawing and display. The first frame buffer area and the second frame buffer area are alternately switched between drawing and display every time drawing starts.
[0131] The VDP145 stores the display list transmitted from the overall control unit 141 in the display list storage area of the VRAM147, reads out the image data indicated by the display list in the CGROM146, draws the drawing data for one frame in the drawing frame buffer of the VRAM147 based on this image data, and outputs the drawing data for one frame of the display frame buffer of the VRAM147 as a video signal (RGB signal, etc.) to the image display device 31.
[0132] Note that an operation clock is supplied to the VDP145 from a crystal oscillator. By dividing this operation clock, a synchronization signal (horizontal synchronization signal, vertical synchronization signal) for synchronizing with the image display device 31 is generated and output to the image display device 31. In this embodiment, the frame rate of the image control unit 155 is 30fps (1 / 30 second = about 33ms) so that drawing (image display) is performed 30 times per second, but it may be 60fps (1 / 60 second = about 16.6ms) so that drawing (image display) is performed 60 times per second.
[0133] The audio processor 144 is connected to the audio ROM 148. The audio ROM 148 stores compressed audio data. The audio processor 144 reads out the audio data indicated by the sound list transmitted from the overall control unit 141 from the audio ROM 148, decodes this audio data, performs acoustic processing on the signal obtained by the decoding, and outputs the signal subjected to the acoustic processing as the audio signal of the effect sound to the audio output device 32.
[0134] The lamp / drive control unit 150 receives a command from the effect control unit 120m and controls the effect lighting devices 340a, 340b, 340c, 340d and the effect drive devices 330a, 330b, 330c, 330d based on the received command. The lamp / drive control unit 150 includes a lamp CPU 150a, a lamp RAM 150c, a lamp ROM 150b, an input / output port, etc. The effect lighting devices 340a, 340b, 340c, 340d and the effect drive devices 330a, 330b, 330c, 330d are connected to the input / output port of the lamp / drive control unit 150.
[0135] The lamp CPU 150a receives the operation clock from the crystal oscillator, reads out the program stored in the lamp ROM 150b, performs arithmetic processing while using the lamp RAM 150c as a work area, and controls the effect lighting devices 340a, 340b, 340c, 340d and the effect drive devices 330a, 330b, 330c, 330d based on the processing.
[0136] The lamp ROM 150b stores a lamp / drive control program for lighting the lamp and driving the accessory, a light emission mode determination program for determining and setting the lamp light emission information of the effect lighting devices 340a, 340b, 340c, 340d and causing the effect lighting devices 340a, 340b, 340c, 340d to emit light according to this setting, an operation mode determination program for determining and setting the accessory drive information of the effect drive devices 330a, 330b, 330c, 330d and operating the effect drive devices 330a, 330b, 330c, 330d according to this setting, an effect lamp control mode determination table, an effect accessory control mode determination table, etc.
[0137] As shown in FIG. 6, the card unit 9 is provided with a card unit control board 90, a card unit SC board 91, a power supply board 97, and the like. When a power-on operation is performed on the card unit 9, power is supplied from the power supply board 97 to the card unit control board 90 and the card unit SC board 91, and these boards are activated.
[0138] The card unit control board 90 controls the basic operations of the card unit 9. The card unit SC board 91 controls the communication between the card unit 9 and external devices such as the gaming machine 1, the server of the management center (not shown), and the hall computer (not shown).
[0139] The card unit control board 90 includes a one-chip microcomputer 910m, an input port, an output port, and the like. The one-chip microcomputer 910m of the card unit control board 90 is composed of a unit CPU 910a, a unit ROM 910b, and a unit RAM 910c.
[0140] Connected to the input port of the card unit control board 90 are a lending button detection switch 98a, a discharge button detection switch 99a, a bill validator 91a, and a card reader / writer 92a. The lending button detection switch 98a is provided on the back side of the lending button 98 on the front of the card unit 9. When the lending button detection switch 98a detects that the lending button 98 has been pressed, it outputs a detection signal indicating that fact. The discharge button detection switch 99a is provided on the back side of the discharge button 99 on the front of the card unit 9. When the discharge button detection switch 99a detects that the discharge button 99 has been pressed, it outputs a detection signal indicating that fact.
[0141] Connected to the output port of the card unit control board 90 are a card reader / writer 92a, an amount display 93, and a number-of-held-balls display 94.
[0142] The unit CPU 910a on the card unit control board 90 reads out the program stored in the unit ROM 910b based on the input signals from each detection switch and timer, and performs arithmetic processing while using the unit RAM 910c as a work area.
[0143] Data such as unit control programs is stored in the unit ROM 910b on the card unit control board 90.
[0144] In the unit RAM 910c on the card unit control board 90, various storage areas are provided, such as an amount information storage area, a number of balls in hand information storage area, a lending receipt result response waiting flag storage area, a game state flag storage area, a discharge button operation invalid flag storage area, a lending button operation invalid flag storage area, and a lending receipt result response waiting timer counter.
[0145] Next, the operation of the gaming machine 1 according to this embodiment will be described.
[0146] FIG. 23 is a flowchart showing the main processing of the main control board 10 of the gaming machine 1. In FIG. 23, the main CPU 110a performs initial setting processing. In the initial setting processing, the main CPU 110a determines whether it is necessary to restore backup information. If it is determined that restoration is not required, the main RAM 110c is cleared. If it is determined that restoration is required, the backup information in the main RAM 110c is restored. After clearing or restoring the data, a CTC (counter timer circuit) for generating a timer interrupt (4 milliseconds) is started. The details of the initial setting processing will be described later.
[0147] Next, the main CPU 110a performs game machine information notification processing (S20). In the game machine information notification processing, the main CPU 110a generates a game machine information notification command for notifying the frame control board 160 of the game state of the game machine 1 and the status of the progress and stop of the game, transmits the generated game machine information notification command to the frame control board 160, and checks whether there is a response command returned from the frame control board 160. The game machine information notification command includes information indicating the occurrence of a complete function activation error, information indicating winning at the start port, information indicating winning at the big winning port, and the like.
[0148] Here, as shown in FIG. 24, in the game machine 1, after the completion of the initial setting processing of the main control board 10 and the frame control board 160, a game machine information notification command is transmitted from the main control board 10 to the frame control board 160 every 108 milliseconds. The frame control board 160 sets the standby time from the transmission of the game machine information notification command to the return of the response command to 10 milliseconds. If there is no return of the response command within the standby time for 10 consecutive times, the image display device 31 is caused to display a communication failure occurrence notification. Details of the game machine information notification processing will be described later.
[0149] In FIG. 23, the main CPU 110a updates the special symbol determination random number value and the reach determination random number value (S30). After the execution of step S30, the main CPU 110a performs initial random number value update processing (S40). In the initial random number value update processing, the main CPU 110a updates the initial random number value for special symbol determination and the initial random number value for normal symbol determination.
[0150] Next, the main CPU 110a determines whether a voltage drop detection signal is input from the power-off detection circuit 73 of the power supply board 70 (S91). If the voltage drop detection signal is not input (S91: No), the process returns to step S20 and the subsequent processing is repeated. If the voltage drop detection signal is input (S91: Yes), the process proceeds to step S92.
[0151] In step S92, the main CPU 110a determines whether the voltage drop detection signal has been continuously input for a predetermined period (for example, 10 milliseconds). If it has not been continuously input for the predetermined period (S92: No), the process returns to step S20, and the subsequent processes are repeated. If it has been continuously input for the predetermined period (S92: Yes), the process proceeds to step S93.
[0152] In step S93, the main CPU 110a sets an interrupt prohibition for prohibiting timer interrupts. Next, the main CPU 110a transmits a power-off designation command to the game ball number control unit 180 and the launch control unit 170 of the frame control board 160 (S94).
[0153] Next, the main CPU 110a creates a checksum of the data within the used area of the main RAM 110c and stores the created checksum in the main RAM 110c (S95). The checksum stored in the main RAM 110c in this step S95 is compared with the checksum calculated from the data within the used area of the main RAM 110c at that time during the initial setting process at the next power-on, and it is determined whether the checksum is normal (whether the backup information is valid and data recovery is possible) based on whether the two match.
[0154] Next, the main CPU 110a saves the backup flag (S96) and prohibits RAM access (S97). After executing step S97, the main CPU 110a enters an infinite loop to prepare for power-off. Thereafter, it waits until the power supply is completely cut off.
[0155] FIG. 25 is a flowchart showing the timer interrupt process of the main control board 10 of the gaming machine 1. The main CPU 110a of the main control board 10 executes the timer interrupt process every 4 milliseconds, which is the generation cycle of the reset clock pulse signal in the reset clock pulse generation circuit within the main control board 10.
[0156] When a reset clock pulse signal is generated, the main CPU 110a saves the information in the registers of the main CPU 110a at that time in the stack area (S100). Next, the main CPU 110a performs time control processing (S110). The time control processing is a process of updating the counters used for counting various times in the main RAM 110c. In the time control processing, the main CPU 110a decrements the special symbol time counter, the special game timer counter, the normal symbol time counter, and the auxiliary game timer counter in the main RAM 110c by 1 each.
[0157] Next, the main CPU 110a performs specific random number value update processing (S120). The specific random number value update processing is a process of updating the special symbol random number value and the normal symbol random number value. Here, the random number range of the special symbol random number value is 0 to 99, and the random number range of the normal symbol random number value is 0 to 65535. In the specific random number value update processing, the main CPU 110a updates the random number counters of the special symbol random number value and the normal symbol random number value by incrementing them by 1. When the added random number counter exceeds the maximum value of the random number range (when the random number counter makes one full cycle), the random number counter is reset to 0, and the respective random number values are newly updated from the initial random number values at that time.
[0158] After the execution of step S120, the main CPU 110a performs initial random number value update processing (S130). In the initial random number value update processing, the main CPU 110a updates the special symbol initial random number value and the normal symbol initial random number value.
[0159] Next, the main CPU 110a performs input control processing (S200). In the input control processing, the main CPU 110a determines whether there is an input to various switches such as the general winning port detection switch 12a, the first large winning port detection switch 16a, the first start port detection switch 14a, the second start port detection switch 15a, and the gate detection switch 13a. If there is an input, predetermined data is set. The details of the input control processing will be described later.
[0160] After the execution of step S200, the main CPU 110a performs special symbol and special power control processing (S300). In the special symbol and special power control processing, the main CPU 110a updates the value of the special symbol and special power processing data provided in the main RAM 110c according to the progress of the game in the gaming machine 1, and performs special symbol storage determination processing (processing when the special symbol and special power processing data = 0), special symbol variation processing (processing when the special symbol and special power processing data = 1), special symbol stop processing (processing when the special symbol and special power processing data = 2), big win game processing (processing when the special symbol and special power processing data = 3), small win game processing (processing when the special symbol and special power processing data = 4), and big win game end processing (processing when the special symbol and special power processing data = 5). Among these six processes, one is selected and executed. The details of the special symbol and special power control processing will be described later.
[0161] After the execution of step S300, the main CPU 110a performs normal symbol and normal power control processing (S400). In the normal symbol and normal power control processing, the main CPU 110a updates the value of the normal symbol and normal power processing data provided in the main RAM 110c according to the progress of the game in the gaming machine 1, and performs normal symbol variation processing (processing when the normal symbol and normal power processing data = 0) and auxiliary game processing (processing when the normal symbol and normal power processing data = 1). Among these two processes, one is selected and executed. The details of the normal symbol and normal power control processing will be described later.
[0162] After the execution of step S400, the main CPU 110a performs prize ball control processing (S500). In the prize ball control processing, the main CPU 110a refers to the general winning port prize ball counter, the first start port prize ball counter, the second start port prize ball counter, and the big winning port prize ball counter in the main RAM 110c, generates a prize ball number designation command instructing the awarding of the number of game balls indicated by each counter, and transmits this command to the game ball number control unit 180 of the frame control board 160.
[0163] After the execution of step S500, the main CPU 110a performs a completion determination process (S600). The completion determination process is a process for determining whether to activate the completion function. In the completion determination process, the main CPU 110a determines whether the maximum acquired game ball number counter in the main RAM 110c has reached 95000, which is the upper limit value for one day. When the maximum acquired game ball number counter reaches 95000, the main CPU 110a stores completion information indicating the activation of the completion function in the completion information storage area of the main RAM 110c, generates a launch prohibition command for notifying the game ball number control unit 180 and the launch control unit 170 of the prohibition of the launch of game balls, and sets the generated launch prohibition command in the transmission buffer. The maximum acquired game ball number counter is a counter that is incremented by the number indicated by each prize ball counter when game balls are awarded, and is decremented by 1 when a game ball is launched when the counter value is 1 or more, and the minimum value is 0.
[0164] After the execution of step S500, the main CPU 110a performs data generation processing (S910). In the data generation processing, the main CPU 110a generates external output data, start port opening / closing solenoid data, first large winning port opening / closing solenoid data, second large winning port opening / closing solenoid data, special symbol display device data, and normal symbol display device data.
[0165] After the execution of step S910, the main CPU 110a performs output control processing (S920). In the output control processing, the main CPU 110a performs port output processing for outputting signals of the external output data, start port opening / closing solenoid data, first large winning port opening / closing solenoid data, and second large winning port opening / closing solenoid data created in the data generation processing of step S910. Also, in order to light the LEDs of the first special symbol display device 20, the second special symbol display device 21, and the normal symbol display device 22, display device output processing for outputting the special symbol display device data and the normal symbol display device data created in the data generation processing of S910 above is performed. Furthermore, command transmission processing for transmitting the commands set in the effect transmission data storage area of the main RAM 110c to the frame control board 160 and the effect control board 120 is also performed.
[0166] After the execution of step S920, the main CPU 110a restores the information saved in the stack area in step S100 to the registers of the main CPU 110a (S930).
[0167] FIG. 26 is a flowchart showing the main process of the effect control unit 120m of the gaming machine 1. The main process starts when a system reset occurs from the power supply board 70 to the sub-CPU 120a of the effect control unit 120m due to a power-on operation.
[0168] In FIG. 26, the sub-CPU 120a performs initial setting processing (S4000). In the initial setting processing, the sub-CPU 120a reads a startup program from the sub-ROM 120b in response to power-on and initializes various flags in the sub-RAM 120c. After the completion of the initial setting processing, the sub-CPU 120a repeats processing (S4100) for updating effect random values and the like. Also, in conjunction with this random value update processing, the sub-CPU 120a executes timer interrupt processing every 2 milliseconds, which is the generation cycle of the reset clock pulse signal by the reset clock pulse generation circuit in the effect control unit 120m.
[0169] Here, the time required for the initial setting processing of the sub-CPU 120a is sufficiently shorter than the time required for the initial setting processing of the main CPU 110a. Therefore, at the start of the initial setting processing of the main CPU 110a, the sub-CPU 120a has completed the initial setting processing and is in a state where it can store commands from the main CPU 110a in the reception buffer.
[0170] FIG. 27 is a flowchart showing the timer interrupt processing of the effect control unit 120m. In FIG. 27, the sub-CPU 120a saves the information in the registers of the sub-CPU 120a to the stack area (S4400).
[0171] Next, the sub-CPU 120a performs timer update processing (S4500). In the timer update processing, the sub-CPU 120a decrements and updates various timer counters in the sub-RAM 120c.
[0172] Next, the sub-CPU 120a performs command analysis processing (S4600). In the command analysis processing, the sub-CPU 120a analyzes the commands in the reception buffer, and based on the analysis results, determines the content of the performance by the image display device 31, the audio output device 32, the performance driving devices 330a, 330b, 330c, 330d, and the performance lighting devices 340a, 340b, 340c, 340d, and sets a command indicating the determined performance content in the transmission buffer of the sub-RAM 120c. Details of the command analysis processing will be described later.
[0173] Next, the sub-CPU 120a performs performance input control processing (S4700). In the performance input control processing, the sub-CPU 120a performs processing according to the input signals of the detection switches 35a, 39a, 39b, 39c, 39d, 39e of the performance button 35, the cross keys 39, and the center key 39E.
[0174] Next, the sub-CPU 120a performs data output processing (S4800). In the data output processing, the sub-CPU 120a transmits the commands set in the transmission buffer of the sub-RAM 120c in the command analysis processing of step S1600 and the performance input control processing of step S1700 to the overall control unit 141 and the lamp / drive control unit 150.
[0175] Next, the sub-CPU 120a restores the information saved in the stack area in step S1400 to the registers of the sub-CPU 120a (S4900).
[0176] Figure 28 is a flowchart showing the main process of the launch control unit 170 of the gaming machine 1. In Figure 28, the launch CPU 170a performs initial setting processing (S1010). After the initial setting processing is completed, the launch CPU 170a performs launch control processing (S1020). The launch control processing is a process of driving the ball feed solenoid 4b and the launch solenoid 4a in response to the operation of the operation handle 3 to launch the game ball. The details of the launch control processing will be described later.
[0177] Next, the launch CPU 170a determines whether a power-off command has been received from the main control board 10 (S1091). If the power-off command has not been received (S1091: No), the process returns to step S1020. If the power-off command has been received (S1091: Yes), the process proceeds to step S1097.
[0178] In step S1097, the main CPU 110a prohibits RAM access and enters an infinite loop to prepare for power-off. Thereafter, it waits until the power supply is completely cut off.
[0179] Figure 29 is a flowchart showing the details of the launch control processing (step S1020 in Figure 28) of the launch control unit 170 of the gaming machine 1. In Figure 29, the launch CPU 170a determines whether a launch permission flag is set in the launch permission flag storage area of the launch RAM 170c (S1110). If the launch permission flag is not set (S1110: No), the process proceeds to step S1120. If the launch permission flag is set (S1110: Yes), the process proceeds to step S1140.
[0180] In step S1120, the launch CPU 170a determines whether a launch permission command has been received from the main control board 10. If the launch CPU 170a has received the launch permission command (S1120: Yes), the process proceeds to step S1130 to set the launch permission flag in the launch permission flag storage area of the launch RAM 170c. If the launch CPU 170a has not received the launch permission command (S1120: No), it skips step S1130 and ends the current launch control processing.
[0181] In step S1140, the emission CPU 170a determines whether there is an input of the detection signal of the touch sensor ......
[0182] In step S1150, the emission CPU 170a energizes the solenoid 4a for emission and the ball feed solenoid 4b based on the output voltage of the emission volume 3b, and proceeds to step S1170. Due to this energization, the ball feed solenoid 4b sends out game balls one by one toward the hitting member directly connected to the solenoid 4a for emission, and the solenoid 4a for emission rotates the hitting member to hit the game ball between the rails 5a and 5b.
[0183] In step S1160, the emission CPU 170a stops the energization to the solenoid 4a for emission and the ball feed solenoid 4b, and proceeds to step S1170.
[0184] In step S1170, the emission CPU 170a determines whether it has received an emission prohibition command from the main control board 10. If the emission CPU 170a has received an emission prohibition command from the main control board 10 (S1170: Yes), it proceeds to step S1180, clears the emission permission flag in the emission permission flag storage area of the emission RAM 170c, and ends the current emission control process. If the emission CPU 170a has not received an emission prohibition command from the main control board 10 (S1170: No), it skips step S1180 and ends the current emission control process.
[0185] FIG. 30 is a flowchart showing the main process of the game ball number control unit 180 of the gaming machine 1. In FIG. 30, the game ball number CPU 180a performs an initial setting process (S2010). In the initial setting process, the game ball number CPU 180a determines whether it is necessary to restore the backup information. If it is determined that restoration is not necessary, the game ball number RAM 180c is cleared. If it is determined that restoration is necessary, the backup information of the game ball number RAM 180c is restored. The details of the initial setting process will be described later.
[0186] After the execution of step S2010, the game ball number CPU 180a performs an error determination process (S2020). In the error determination process, the game ball number CPU 180a determines whether there is an occurrence of a complete function activation error in the main control board 10, and whether there are occurrences of small ball detection errors, iron ball detection errors, and radio wave detection errors in the frame control board 160. When a predetermined error among these four, namely, a small ball detection error, an iron ball detection error, or a radio wave detection error occurs, control for prohibiting the operation of the count button 8 is performed. The details of the error determination process will be described later.
[0187] After the execution of step S2020, the game ball number CPU 180a performs a response process (S2030). In the response process, the game ball number CPU 180a determines whether it has received a game machine information notification command from the main control board 10. When the game machine information notification command is received, a response command is transmitted to the main control board 10. The details of the response process will be described later.
[0188] After the execution of step S2030, the game ball number CPU 180a performs game machine information notification processing (S2040). In the game machine information notification processing, the game ball number CPU 180a generates game machine information notification data for notifying the game state of the game machine 1 and the situation of progress and stop of the game to the card unit 9, and transmits the generated game machine information notification data to the card unit 9. The game machine information notification data includes information indicating the game state of the game machine 1, information indicating whether the game machine 1 is in a big win, information indicating the occurrence of a complete function activation error, information indicating the occurrence of a small ball detection error, information indicating the occurrence of an iron ball detection error, information indicating the occurrence of a radio wave detection error, information indicating the number of game balls, information indicating the number of launched balls, information indicating the total number of prize balls, information indicating winning at the start port, information indicating winning at the big winning port, and the like.
[0189] Here, as shown in FIG. 31, in the game machine 1, after the completion of the initial setting process of the frame control board 160, game machine information notification data is transmitted from the frame control board 160 to the card unit 9 every 300 milliseconds. Details of the game machine information notification processing will be described later.
[0190] In FIG. 30, the game ball number CPU 180a performs counting processing (S2050). In the counting processing, the game ball number CPU 180a performs processing of subtracting or adding the game ball number counter, the launched ball number counter, and the total prize ball number counter in the game ball number RAM 180c according to the input signal of the launch ball sensor 2a, the input signal of the foul ball sensor 2b, and the prize ball number designation command transmitted from the main control board 10. Further, the game ball number CPU 180a determines the presence or absence of an operation of the counting button 8 based on the input signal of the counting button detection switch 82, sets the number determined according to the operation mode of the counting button 8 as the counting ball number, which is the number of game balls transferred to the card unit 9, and performs processing of adding this counting ball number to the counting ball number counter in the game ball number RAM 180c.
[0191] After the execution of step S2050, the game ball number CPU 180a performs counting notification processing (S2060). In the counting notification processing, the game ball number CPU 180a generates counting notification data and transmits the generated counting notification data to the card unit 9.
[0192] Here, as shown in FIG. 32, in the gaming machine 1, every time 100 milliseconds elapse since the transmission of the gaming machine information notification data, the counting notification data is transmitted from the frame control board 160 to the card unit 9. Details of the counting notification process will be described later.
[0193] In FIG. 30, the game ball number CPU 180a performs lending control processing (S2070). In the lending control processing, the game ball number CPU 180a determines whether lending notification data has been received from the card unit 9. If lending notification data has been received, the game ball number counter in the game ball number RAM 160c is incremented and updated, and lending receipt result response data is returned to the card unit 9. Details of the lending control processing will be described later.
[0194] After the execution of step S2070, the game ball number CPU 180a performs game notification control processing (S2080). In the game notification control processing, the game ball number CPU 180a determines whether the player is seated or has left the seat, determines the notification mode at the time of seating or leaving the seat, and according to this determination, determines the emission color of the game notification lamp 86 and the normal variation or customer waiting background color of the image display device 31, and controls the emission mode of the game notification lamp 86 and the display mode of the image display device 31. Here, there are six types of emission colors for the game notification lamp 86: no emission (colorless), blue, green, purple, yellow, and red. Also, there are six types of normal variation and customer waiting background colors: gray, blue, green, purple, yellow, and red. Details of the game notification control processing will be described later.
[0195] Next, the game ball number CPU 180a determines whether a voltage drop detection signal has been input from the power-off detection circuit 73 of the power supply board 70 (S2091). If the voltage drop detection signal has not been input (S2091: No), the process returns to step S2020 and the subsequent processing is repeated. If the voltage drop detection signal has been input (S2091: Yes), the process proceeds to step S2092.
[0196] In step S2092, the game ball number CPU 180a determines whether the voltage drop detection signal has been continuously input for a predetermined period (for example, 10 milliseconds). If it has not been continuously input for the predetermined period (S2092: No), the process returns to step S2020, and the subsequent processes are repeated. If it has been continuously input for the predetermined period (S2092: Yes), the process proceeds to step S2095.
[0197] In step S2095, the game ball number CPU 180a creates a checksum of the data in the used area of the game ball number RAM 180c and saves the created checksum in the game ball number RAM 180c. The checksum saved in the game ball number RAM 180c in this step S2095 is compared with the checksum calculated from the data in the used area of the game ball number RAM 180c at that time in the initial setting process at the next power-on, and it is determined whether the checksum is normal (whether the backup information is valid and data recovery is possible) based on whether the two match.
[0198] The game ball number CPU 180a saves the backup flag (S2096) and prohibits RAM access (S2097). After executing step S2097, the game ball number CPU 180a enters an infinite loop to prepare for power-off. Thereafter, it waits until the power supply is completely cut off.
[0199] FIG. 33 is a flowchart showing the main process of the card unit control board 90 of the card unit 9. The unit CPU 910a performs an initial setting process (S3010), and after the initialization process ends, it repeats the processes of steps S3020 to S3080 at a predetermined cycle.
[0200] In step S3020, the unit CPU 910a performs bill insertion recognition processing. In the bill insertion recognition processing, the unit CPU 910a performs processing related to updating the amount information storage area of the unit RAM 910c and displaying on the amount display 93 in response to the insertion of the bill 6 into the bill insertion slot 91. Details of the bill insertion recognition processing will be described later.
[0201] After the execution of step S3020, the unit CPU 910a performs card insertion recognition processing (S3030). In the card insertion recognition processing, the unit CPU 910a updates the amount information storage area and the number of balls in hand information in the unit RAM 910c in response to the insertion of the card 7 into the card insertion slot 92, and performs processing related to changing the displays of the amount display 93 and the number of balls in hand display 94. Details of the card insertion recognition processing will be described later.
[0202] After the execution of step S3030, the unit CPU 910a performs transfer processing (S3040). In the transfer processing, the unit CPU 910a checks whether it has received the count notification data, which is a transfer signal for the number of game balls. If it has received the count notification data, the unit CPU 910a updates the number of balls in hand information in the unit RAM 910c and performs processing related to changing the display of the number of balls in hand display 94. Details of the transfer processing will be described later.
[0203] After the execution of step S3040, the unit CPU 910a performs lending ball processing (S3050). In the lending ball processing, the unit CPU 910a performs processing related to generating and transmitting lending notification data in response to the operation of the lending button 98.
[0204] After the execution of step S3050, the unit CPU 910a performs response confirmation processing (S3060). In the response confirmation processing, the unit CPU 910a performs processing related to confirming the return of the lending receipt result response data.
[0205] Here, as shown in FIG. 34, the card unit 9 sets the waiting time from the transmission of the lending notification data to the return of the lending receipt result response data to 10 milliseconds. If the lending receipt result response data is returned within 10 milliseconds, the transfer of the number of game balls from the card unit 9 to the gaming machine 1 is confirmed. If the lending receipt result response data is not returned within 10 milliseconds, the lending notification data is retransmitted. Details of the lending processing and the response confirmation processing will be described later.
[0206] In FIG. 33, the unit CPU 910a performs a return process (S3070). In the return process, the unit CPU 910a performs processes related to writing the amount information and the number of balls held information to the card 7 and ejecting the card 7 in response to an operation of the ejection button 99. Details of the return process will be described later.
[0207] After the execution of step S3070, the unit CPU 910a performs a gaming machine information analysis process (S3080). In the gaming machine information analysis process, the unit CPU 910a determines whether it has received gaming machine information notification data from the frame control board 160. When it has received the gaming machine information notification data, based on the gaming machine information notification data, the unit CPU 910a determines which gaming state the gaming machine 1 is in among the normal state, the low base time short state, the high base time short state, the non-gameable state 1, and the non-gameable state 2, and performs processes related to notifying the server (not shown) of the management center of the occurrence of fraud and permitting or not permitting the return of the paper money 6 and the card 7 according to this gaming state. Details of the gaming machine information analysis process will be described later.
[0208] FIGS. 35 and 36 are flowcharts showing details of the initial setting process (step S10 in FIG. 23) of the main control board 10. In FIG. 35, the main CPU 110a performs initial settings of the CPU such as setting the built-in register (S10-1) and permits access to the main RAM 110c (S10-2).
[0209] Next, the main CPU 110a determines whether a backup flag is saved in the main RAM 110c (S10-4). When the backup flag is saved (S10-4: Yes), the main CPU 110a proceeds to step S10-5. When the backup flag is not saved (S10-4: No), the main CPU 110a proceeds to step S10-8.
[0210] In step S10-5, the main CPU 110a calculates the checksum of the backup information in the main RAM 110c. In the next step S10-6, the main CPU 110a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the main RAM 110c matches the checksum calculated in step S10-5. If the checksum is not normal (S10-6: No), the main CPU 110a proceeds to step S10-7. If the checksum is normal (S10-6: Yes), the main CPU 110a proceeds to step S10-8.
[0211] In step S10-7, the main CPU 110a sends an irrecoverable command to the effect control board 120. When the effect control board 120 receives the irrecoverable command, it displays an irrecoverable notification on the image display device 31.
[0212] In step S10-8, the main CPU 110a determines whether the RAM clear button 110e is pressed. When the main control board RAM clear power-on operation shown in Fig. 22(b) or the all-RAM clear power-on operation shown in Fig. 22(d) is performed, the determination result in this step S10-8 is "Yes". When the normal power-on operation shown in Fig. 22(a) or the frame control board RAM clear power-on operation shown in Fig. 22(c) is performed, the determination result in this step S10-8 is "No". If the RAM clear button 110e is not pressed (S10-8: No), the main CPU 110a proceeds to step S10-9. If the RAM clear button 110e is pressed (S10-8: Yes), the main CPU 110a proceeds to step S10-12.
[0213] In step S10-9, the main CPU 110a clears the backup flag and checksum saved in the main RAM 110c and sets the main RAM 110c at power recovery. In the setting of the main RAM 110c at power recovery, the backup information of the main RAM 110c is restored.
[0214] After the execution of step S10-9, the main CPU 110a proceeds to step S10-10. In step S10-10, the main CPU 110a determines whether the game state flag in the normal state is set in the game state flag storage area of the main RAM 110c. If the game state flag in the normal state is set (step S10-10: Yes), the main CPU 110a proceeds to step S10-17. If the game state flag in the normal state is not set (step S10-10: No), the main CPU 110a proceeds to step S10-18.
[0215] When the RAM clear button 110e is pressed (S10-8: Yes), in step S10-12, the main CPU 110a clears the entire area of the main RAM 110c. In step S10-13, the main CPU 110a clears the area of the main RAM 110c excluding the game ball number counter. After the execution of step S10-12, the main CPU 110a proceeds to step S10-14.
[0216] In step S10-14, the main CPU 110a sends a power-on designation command to the frame control board 160 and the effect control board 120, and proceeds to step S10-25.
[0217] In step S10-17, the main CPU 110a sends a power recovery designation command corresponding to the normal state to the frame control board 160 and the effect control board 120, and proceeds to step S10-25.
[0218] In step S10-18 of FIG. 36, the main CPU 110a determines whether a game state flag for the short low base state is set in the game state flag storage area of the main RAM 110c. If the game state flag for the short low base state is set (step S10-18: Yes), the main CPU 110a proceeds to step S10-19. If the game state flag for the short low base state is not set (step S10-18: No), the main CPU 110a proceeds to step S10-24. In step S10-19, the main CPU 110a transmits a power recovery designation command corresponding to the short low base state to the frame control board 160 and the effect control board 120, and proceeds to step S10-25.
[0219] In step S10-24, the main CPU 110a transmits a power recovery designation command corresponding to the short high base state to the frame control board 160 and the effect control board 120. Then, the main CPU 110a transmits a game state designation command corresponding to the game state after recovery to the effect control board 120 (S10-25), and proceeds to step S10-26.
[0220] In step S10-26, the main CPU 110a activates a CTC (counter timer circuit) for generating a timer interrupt. In the next step S10-27, the main CPU 110a activates the random number circuit 110f and ends the initial setting process.
[0221] Here, when power is turned off in the low base short state among the five gaming states shown in FIG. 12, in the main control board 10, the gaming state flag of the low base short state in the gaming state flag storage area of the main RAM 110c and the count value of the game ball number counter are backed up by the backup power supply 74. In the game ball number control unit 180, the gaming state flag of the low base short state in the gaming state flag storage area of the game ball number RAM 180c and the count value of the game ball number counter are backed up by the backup power supply 74. After that, when the normal power-on operation shown in FIG. 22(a) or the main control board RAM clear power-on operation shown in FIG. 22(b) is performed, in the initial setting process of the game ball number control unit 180, the game ball number recovery designation command of the recovered game ball number is transmitted to the main control board 10 (step S2010-10 in FIG. 38 to be described later). However, when the frame control board RAM clear power-on operation shown in FIG. 22(c) or the all RAM clear power-on operation shown in FIG. 22(d) is performed, the game ball number recovery designation command is not transmitted to the main control board 10.
[0222] Therefore, when the normal power-on operation shown in FIG. 22(a) is performed on the day after power is turned off in the low base short state, in the initial setting process of the main control board 10, it proceeds from step S10-1 → step S10-2 → step S10-4: Yes → step S10-5 → step S10-6: Yes → step S10-8: No → step S10-9 in FIG. 35, and the gaming state flag of the low base short state, which is the gaming state at the time of power-off the previous day in the gaming state flag storage area of the main RAM 110c, is restored.
[0223] When the main control board RAM clear power-on operation shown in FIG. 22(b) is performed on the day after power is turned off in the low base short state, in the initial setting process of the main control board 10, it proceeds from step S10-1 → step S10-2 → step S10-4: Yes → step S10-5 → step S10-6: Yes → step S10-8: Yes → step S10-12 in FIG. 35, and the gaming state flag of the low base short state, which is the gaming state at the time of power-off the previous day in the gaming state flag storage area of the main RAM 110c, is cleared.
[0224] When the power is turned off in the low base short state and the full RAM clear power-on operation shown in FIG. 22(d) is performed on the day after the power-off, in the initial setting process of the main control board 10, it proceeds from step S10-1 → step S10-2 → step S10-4: Yes → step S10-5 → step S10-6: Yes → step S10-8: Yes → step S10-12 in FIG. 35, and the game state flag storage area of the main RAM 110c is cleared.
[0225] By performing the above processing, when the main control board 10 is in the low base short state and the main control board RAM clear power-on operation, which is the second power-on operation accompanied by the operation of the RAM clear button 110e, is performed after the power is turned off, the backup information in the main RAM 110c of the main control board 10 is cleared, and the game ball number counter, which is the number of playable game balls in the game ball number RAM 180c of the game ball number control unit 180, is not cleared.
[0226] FIG. 37 is a flowchart showing the details of the game machine information notification process (step S20 in FIG. 23) of the main control board 10. In FIG. 37, the main CPU 110a determines whether the count value of the game machine information transmission standby timer counter in the main RAM 110c is greater than 0 (S20-1). The game machine information transmission standby timer counter is a counter for measuring 108 milliseconds, which is the transmission cycle of the game machine information notification command from the main control board 10 to the frame control board 160. If 108 milliseconds have not elapsed since the previous transmission of the game machine information notification command, the determination result of this step S20-1 is "Yes", and if 108 milliseconds have elapsed, the determination result of this step S20-1 is "No". When the count value of the game machine information transmission standby timer counter is greater than 0 (S20-1: Yes), the main CPU 110a proceeds to step S20-2. When the count value of the game machine information transmission standby timer counter is 0 (S20-1: No), it proceeds to step S20-3.
[0227] In step S20-2, the main CPU 110a updates the game machine information transmission waiting timer counter by subtracting 1, and proceeds to step S20-6.
[0228] In step S20-3, the main CPU 110a transmits a game machine information notification command to the frame control board 160. Next, the main CPU 110a sets 108 milliseconds, which is the waiting time until the transmission of the next game machine information notification command, to the game machine information transmission waiting timer counter (S20-4). In the next step S20-5, the main CPU 110a sets 10 to the communication failure determination counter. The communication failure determination counter is a counter for determining that no response command has been returned for the transmission of the game machine information notification command for 10 consecutive times.
[0229] After the execution of step S20-5, the main CPU 110a sets 10 milliseconds, which is the waiting time from the transmission of the current game machine information notification command to the return of the response command, to the response reception waiting timer counter (S20-14), and proceeds to step S20-15.
[0230] In step S20-6, the main CPU 110a determines whether a response command has been received from the frame control board 160. If the main CPU 110a has received a response command (20-6: Yes), it proceeds to step S20-7; if it has not received a response command (20-6: No), it proceeds to step S20-9.
[0231] In step S20-6, the main CPU 110a clears the communication failure determination counter in the main RAM 110c. In the next step S20-7, the main CPU 110a clears the response reception waiting timer counter and proceeds to step S20-15.
[0232] In step S20-9, the main CPU 110a determines whether the count value of the response reception standby timer counter in the main RAM 110c is greater than 0. If the count value of the response reception standby timer counter is greater than 0 (S20-9: Yes), the main CPU 110a proceeds to step S20-10. If the count value of the response reception standby timer counter is 0 (S20-9: No), the main CPU 110a proceeds to step S20-11.
[0233] In step S20-10, the main CPU 110a updates the response reception standby timer counter by subtracting 1 and proceeds to step S20-15.
[0234] In step S20-11, the main CPU 110a updates the communication failure determination counter by subtracting 1 and proceeds to step S20-12.
[0235] In step S20-12, the main CPU 110a determines whether the count value of the communication failure determination counter in the main RAM 110c is greater than 0. If there is no response command within 10 milliseconds for the transmission of the gaming machine information notification command 10 times in a row, the determination result of this step S20-12 will be "No". If the count value of the communication failure determination counter is greater than 0 (S20-12: Yes), the main CPU 110a proceeds to step S20-13. If the count value of the communication failure determination counter is 0 (S20-12: No), the main CPU 110a proceeds to step S20-14.
[0236] In step S20-13, the main CPU 110a sends a communication failure command to the effect control board 120. When the effect control board 120 receives the communication failure command, it displays a communication failure occurrence notification on the image display device 31.
[0237] In step S20-14, the main CPU 110a sets the 10 milliseconds, which is the waiting time from the transmission of the current gaming machine information notification command to the return of the response command, to the response reception standby timer counter and proceeds to step S20-15.
[0238] In step S20-15, the main CPU 110a determines whether it has received a game ball number designation command from the frame control board 160. This game ball number designation command is transmitted from the game ball number control unit 180 in step S2060 of the counting process (FIG. 45) of the game ball number control unit 180 described later when the game ball number counter in the game ball number RAM 180c of the game ball number control unit 180 is updated. When the main CPU 110a has received the game ball number designation command (S20-15: Yes), it proceeds to step S20-16. When it has not received the game ball number designation command (S20-15: No), it skips step S20-16 and ends the current game machine information notification process.
[0239] In step S20-16, the main CPU 110a adds or subtracts the game ball number indicated by the game ball number designation command to / from the maximum acquired game ball number counter in the main RAM 110c and updates it. By this update, the count value of the maximum acquired game ball number counter in the main RAM 110c of the main control board 10 is updated, but it is a value different from the count value of the game ball number counter in the game ball number RAM 180c of the game ball number control unit 180.
[0240] FIG. 38 is a flowchart showing details of the initial setting process (step S2010 in FIG. 30) of the game ball number control unit 180. In FIG. 38, the game ball number CPU 180a performs initial settings of the CPU such as setting internal registers (S2010-1) and permits access to the game ball number RAM 180c (S2010-2).
[0241] Next, the game ball number CPU 180a transmits a firing permission command to the firing control unit 170 (S2010-3). When the firing control unit 170 receives the firing permission command, a firing permission flag is set in the firing permission flag storage area (step S1130 in FIG. 29), and thereafter, game balls are fired by operating the operation handle 3.
[0242] Next, the game ball number CPU 180a determines whether a backup flag is saved in the game ball number RAM 180c (S2010-4). If the backup flag is saved (S2010-4: Yes), the game ball number CPU 180a proceeds to step S2010-5. If the backup flag is not saved (S2010-4: No), the game ball number CPU 180a proceeds to step S2010-8.
[0243] In step S2010-5, the game ball number CPU 180a calculates a checksum of the backup information in the game ball number RAM 180c. In the next step S2010-6, the game ball number CPU 180a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the game ball number RAM 180c matches the checksum calculated in step S2010-5. If the checksum is not normal (S2010-5: No), the game ball number CPU 180a proceeds to step S2010-7. If the checksum is normal (S2010-5: Yes), the game ball number CPU 180a proceeds to step S2010-8.
[0244] In step S2010-7, the game ball number CPU 180a sends an irreparable command to the effect control board 120. When receiving the irreparable command, the effect control board 120 displays an irreparable notification on the image display device 31.
[0245] In step S2010-8, the game ball number CPU 180a determines whether the game ball number clear button 180e is pressed. When the frame control board RAM clear power-on operation shown in Fig. 22(c) or the all-RAM clear power-on operation shown in Fig. 22(d) is performed, the determination result of this step S2010-8 becomes "Yes". When the normal power-on operation shown in Fig. 22(a) or the main control board RAM clear power-on operation shown in Fig. 22(b) is performed, the determination result of this step S2010-8 becomes "No". If the game ball number clear button 180e is not pressed (S2010-8: No), the game ball number CPU 180a proceeds to step S2010-9. If the game ball number clear button 180e is pressed (S2010-8: Yes), it proceeds to step S2010-12.
[0246] In step S2010-10, the game ball number CPU 180a clears the backup flag and checksum saved in the game ball number RAM 180c, and sets the game ball number RAM 180c at power recovery. In the setting of the game ball number RAM 180c at power recovery, the backup information of the game ball number RAM 180c is restored.
[0247] In step S2010-12, the game ball number CPU 180a clears the entire area of the game ball number RAM 180c. After executing step S2010-12, the game ball number CPU 180a proceeds to step S2010-17.
[0248] In step S2010-17, the game ball number CPU 180a sets the count button operation enable flag in the count button operation enable flag storage area of the game ball number RAM 180c, and ends the initial setting process. The count button operation enable flag is a flag that enables the operation of the count button 8.
[0249] Here, in the short low-base state among the five gaming states shown in FIG. 12, after power-off, when the normal power-on operation shown in FIG. 22(a) or the frame control board RAM clear power-on operation shown in FIG. 22(c) is performed, in the initial setting process of the main control board 10, the power recovery designation command for the short low-base state, which is the restored gaming state, is transmitted to the frame control board 160 (step S10-19 in FIG. 36). However, when the main control board RAM clear power-on operation shown in FIG. 22(b) or the all RAM clear power-on operation shown in FIG. 22(d) is performed, the power recovery designation command is not transmitted to the game ball number control unit 180.
[0250] Therefore, when the normal power-on operation shown in FIG. 22(a) is performed the day after power-off in the short low-base state, in the initial setting process of the game ball number control unit 180, it proceeds as step S2010-1 → step S2010-2 → step S2010-3 → step S2010-4: Yes → step S2010-5 → step S2010-6: Yes → step S2010-8: No → step S2010-9 in FIG. 38, and the count value of the game ball number counter in the game ball number RAM 180c is restored.
[0251] When the frame control board RAM clear power-on operation shown in FIG. 22(c) is performed the day after power-off in the short low-base state, in the initial setting process of the game ball number control unit 180, it proceeds as step S2010-1 → step S2010-2 → step S2010-3 → step S2010-4: Yes → step S2010-5 → step S2010-6: Yes → step S2010-8: Yes → step S2010-12 in FIG. 38. The game state flag for the short low-base state, which is the game state at the time of power-off the previous day in the game state flag storage area of the game ball number RAM 180c, is restored, but the count value of the game ball number counter is cleared.
[0252] On the day after power-off in the low-base short state, when the all-RAM clear power-on operation shown in Fig. 22(d) is performed, in the initial setting process of the game ball number control unit 180, the process proceeds as follows in Fig. 38: step S2010-1 → step S2010-2 → step S2010-3 → step S2010-4: Yes → step S2010-5 → step S2010-6: Yes → step S2010-8: Yes → step S2010-12, and the game ball number counter and the game state flag storage area in the game ball number RAM 180c are cleared.
[0253] By performing the above processing, when the frame control board RAM clear power-on operation, which is the first power-on operation involving the operation of the game ball number clear button 180e, is performed after power-off in the low-base short state by the game ball number control unit 180, the game ball number counter, which is the number of playable game balls in the game ball number RAM 180c of the game ball number control unit 180, is cleared while maintaining the game state flag in the low-base short state in the game ball number RAM 180c of the game ball number control unit 180.
[0254] Fig. 39 is a flowchart showing the details of the error determination process (step S2020 in Fig. 30) of the game ball number control unit 180. In Fig. 39, the game ball number CPU 180a determines whether it has received the game machine information designation command for the complete function activation error from the main control board 10 (S2020-1). When the game ball number CPU 180a has received the game machine information designation command for the complete function activation error (S2020-1: Yes), it proceeds to step S2020-2, and when it has not received the game machine information designation command for the complete function activation error (S2020-1: No), it proceeds to step S2020-3.
[0255] In step S2020-2, the game ball number CPU 180a stores the error 1 occurrence information in the error 1 occurrence information storage area of the sub-RAM 120c and proceeds to step S2020-15.
[0256] In step S2020-3, the game ball number CPU 180a determines whether there is an input of the detection signal from the small ball sensor 81a. When there is an input of the detection signal from the small ball sensor 81a (S2020-3: Yes), the game ball number CPU 180a proceeds to step S2020-4. When there is no input of the detection signal from the small ball sensor 81a (S2020-3: No), the game ball number CPU 180a proceeds to step S2020-6.
[0257] In step S2020-4, the game ball number CPU 180a stores the error 2 occurrence information in the error 2 occurrence information storage area of the sub-RAM 120c and proceeds to step S2020-5.
[0258] In step S2020-5, the game ball number CPU 180a outputs the display data of error 2 to the game ball number display 84 and the frame control display 85 and proceeds to step S2020-12. As shown in FIG. 40(a), when a small ball detection error, which is a predetermined error, occurs in the game ball number display 84 and the frame control display 85 and the display data of error 2 is output, the display of the game ball number is changed to "Err2", which is an error code indicating that error 2 has occurred.
[0259] In step S2020-6, the game ball number CPU 180a determines whether there is an input of the detection signal from the steel ball sensor 81b. When there is an input of the detection signal from the steel ball sensor 81b (S2020-6: Yes), the game ball number CPU 180a proceeds to step S2020-7. When there is no input of the detection signal from the steel ball sensor 81b (S2020-6: No), the game ball number CPU 180a proceeds to step S2020-9.
[0260] In step S2020-7, the game ball number CPU 180a stores the error 3 occurrence information in the error 3 occurrence information storage area of the sub-RAM 120c and proceeds to step S2020-8.
[0261] In step S2020-8, the game ball number CPU 180a outputs the display data of error 3 to the game ball number display 84 and the frame control display 85, and proceeds to step S2020-12. As shown in FIG. 40(b), when a predetermined error, i.e., an iron ball detection error, occurs in the game ball number display 84 and the frame control display 85 and the display data of error 3 is output, the display of the game ball number is changed to an error code "Err3" indicating that error 3 has occurred.
[0262] In step S2020-9, the game ball number CPU 180a determines whether there is an input of the detection signal of the radio wave sensor 81c. When there is an input of the detection signal of the radio wave sensor 81c (S2020-9: Yes), the game ball number CPU 180a proceeds to step S2020-10. When there is no input of the detection signal of the radio wave sensor 81c (S2020-9: No), the current error determination process ends.
[0263] In step S2020-10, the game ball number CPU 180a stores the error 4 occurrence information in the error 4 occurrence information storage area of the sub-RAM 120c, and proceeds to step S2020-11.
[0264] In step S2020-11, the game ball number CPU 180a outputs the display data of error 4 to the game ball number display 84 and the frame control display 85, and proceeds to step S2020-12. As shown in FIG. 40(c), when a predetermined error, i.e., a radio wave detection error, occurs in the game ball number display 84 and the frame control display 85 and the display data of error 4 is output, the display of the game ball number is changed to an error code "Err4" indicating that error 4 has occurred.
[0265] In step S2020-12, the game ball number CPU 180a sets the game state flag of the non-playable state 2 in the game state flag storage area of the game ball number RAM 180c.
[0266] Next, the game ball number CPU 180a clears the count button operation enabled flag in the count button operation enabled flag storage area (S2020-13), sets the count button operation disabled flag in the count button operation disabled flag storage area (S2020-14), and proceeds to step S2020-15. The count button operation disabled flag is a flag that disables the operation of the count button 8.
[0267] In step S2020-15, the game ball number CPU 180a transmits a firing prohibition command to the firing control unit 170 and ends the current error determination process. When the firing control unit 170 receives the firing prohibition command, the firing permission flag storage area is cleared (step S1180 in FIG. 29), and thereafter, even if the operation handle 3 is operated, the game ball will not be fired.
[0268] Here, in the error determination process, when a predetermined error such as a small ball detection error, an iron ball detection error, or a radio wave detection error occurs, the game ball number CPU 180a outputs the error display data to the game ball number display 84 and the frame control display 85, and transmits a firing prohibition command to the firing control unit 170. Therefore, when a small ball detection error, an iron ball detection error, or a radio wave detection error occurs, an error code is displayed on the game ball number display 84 and the frame control display 85, and the progress of the game stops.
[0269] On the other hand, when a complete function activation error, which is a specific error, occurs, it proceeds from step S2020-1: Yes → step S2030-2 → S2020-15, a firing prohibition command is transmitted, and the progress of the game stops, but the error display data is not transmitted to the game ball number display 84 and the frame control display 85. Therefore, when a complete function activation error occurs, as shown in FIG. 40(d), the display of the game ball number on the game ball number display 84 and the frame control display 85 is maintained, and the error code is not displayed.
[0270] Figure 41 is a flowchart showing details of the response process (step S2030 in FIG. 30) of the game ball number control unit 180. In FIG. 41, the game ball number CPU 180a determines whether or not it has received a game machine information notification command from the main control board 10 (S2030-1). When the game ball number CPU 180a has received the game machine information notification command (S2030-1: Yes), it proceeds to step S2030-2. When it has not received the game machine information notification command (S2030-1: No), it ends the current response process.
[0271] In step S2030-2, the game ball number CPU 180a updates the game state flag storage area of the game ball number RAM 180c. Specifically, when the game machine information notification command indicates that the normal state has been reached, the game ball number CPU 180a sets the normal state game state flag in the game state flag storage area. When it indicates that the low base short state has been reached, it sets the low base short state game state flag in the game state flag storage area. When it indicates that the high base short state has been reached, it sets the high base short state game state flag in the game state flag storage area. When it indicates the occurrence of a complete function activation error, it sets the non-playable state 1 game state flag in the game state flag storage area.
[0272] In the next step S2030-3, the game ball number CPU 180a transmits a response command to the main control board 10 and ends the current response process.
[0273] Here, in this response process, regardless of whether the updated game state flag in step S2030-2 is in the normal state, the low base short state, the high base short state, or the non-playable state 1, the processes corresponding to steps S2020-13 and S2020-14 of the error determination process in FIG. 39 are not executed. Therefore, the game ball number control unit 180 enables the operation of the count button 8 in the low base short state and the high base short state, which is a more advantageous state than the low base short state.
[0274] FIG. 42 is a flowchart showing details of the gaming machine information notification process (step S2040 in FIG. 30) of the game ball number control unit 180. In FIG. 42, the game ball number CPU 180a determines whether or not a gaming machine information notification standby flag is set in the gaming machine information notification standby flag storage area of the game ball number RAM 180c (S2041). If the gaming machine information notification standby flag is set (S2041: Yes), the game ball number CPU 180a proceeds to step S2042. If the gaming machine information notification standby flag is not set (S2041: No), the current gaming machine information notification process ends.
[0275] In step S2042, the game ball number CPU 180a determines whether or not the count value of the gaming machine information notification standby timer counter is greater than 0. The gaming machine information notification standby timer counter is a counter for measuring the standby time from the transmission of the count notification data to the transmission of the gaming machine information notification data. As shown in FIG. 32, the transmission cycle of the gaming machine information notification data is 300 seconds, and the time from the transmission of the gaming machine information notification data to the transmission of the count notification data is 100 milliseconds. Therefore, the time from the transmission of the count notification data to the transmission of the next gaming machine information notification data is 200 seconds. In the present embodiment, when the count notification data is transmitted, 200 milliseconds is set in the gaming machine information notification standby timer counter in step S2060-9 of the count notification process (FIG. 48) described later. If 200 milliseconds has not elapsed since the transmission of the previous count notification data, the determination result of this step S2042 is "Yes", and if 200 milliseconds has elapsed, the determination result of this step S2042 is "No". If the count value of the gaming machine information notification standby timer counter is greater than 0 (S2042: Yes), the game ball number CPU 180a proceeds to step S2043, and if the count value of the gaming machine information notification standby timer counter is 0 (S2042: No), the game ball number CPU 180a proceeds to step S2044.
[0276] In step S2043 of FIG. 42, the game ball number CPU 180a updates the gaming machine information notification standby timer counter by subtracting 1, and ends the current gaming machine information notification process.
[0277] In step S2044, the game ball number CPU 180a performs game machine information notification data transmission processing. Details of the game machine information notification data transmission processing will be described later.
[0278] In step S2045, the game ball number CPU 180a clears the game machine information notification standby flag in the game machine information notification standby flag storage area of the game ball number RAM 180c.
[0279] Next, the game ball number CPU 180a sets a count notification standby flag in the count notification standby flag storage area of the game ball number RAM 180c (S2046). In the next step S2047, the game ball number CPU 180a sets 100 milliseconds, which is the standby time from the transmission of the current game machine information notification data to the transmission of the count notification data, in the count notification standby timer counter, and ends the current game machine information notification process.
[0280] FIGs. 43 and 44 are flowcharts showing details of the game machine information notification data transmission processing (step S2044 in FIG. 42) of the game ball number control unit 180. In FIG. 43, the game ball number CPU 180a determines whether a game state flag in the normal state is set in the game state flag storage area of the game ball number RAM 180c (S2044-1). If the game ball number CPU 180a determines that the game state flag in the normal state is set (S2044-1: Yes), it proceeds to step S2044-2. If the game state flag in the normal state is not set (S2044-1: No), it skips step S2044-2 and proceeds to step S2044-3.
[0281] In step S2044-2, the game ball number CPU 180a generates game machine information notification data, which is a state notification signal indicating the normal state, and transmits this game machine information notification data to the card unit 9.
[0282] The game ball number CPU 180a determines whether a game state flag for the low base short state is set in the game state flag storage area of the game ball number RAM 180c (S2044-3). If the game state flag for the low base short state is set (S2044-3: Yes), the game ball number CPU 180a proceeds to step S2044-4. If the game state flag for the low base short state is not set (S2044-3: No), the game ball number CPU 180a skips step S2044-4 and proceeds to step S2044-9.
[0283] In step S2044-4, the game ball number CPU 180a generates game machine information notification data, which is a state notification signal indicating the low base short state, and transmits this game machine information notification data to the card unit 9.
[0284] The game ball number CPU 180a determines whether a game state flag for the high base short state is set in the game state flag storage area of the game ball number RAM 180c (S2044-9). If the game state flag for the high base short state is set (S2044-9: Yes), the game ball number CPU 180a proceeds to step S2044-10. If the game state flag for the high base short state is not set (S2044-9: No), the game ball number CPU 180a skips step S2044-10 and proceeds to step S2044-10.
[0285] In step S2044-10, the game ball number CPU 180a generates game machine information notification data, which is a state notification signal indicating the high base short state, and transmits this game machine information notification data to the card unit 9.
[0286] The game ball number CPU 180a determines whether error 1 occurrence information is stored in the error 1 occurrence information storage area of the game ball number RAM 180c (S2044-11). If the error 1 occurrence information is stored (S2044-11: Yes), the game ball number CPU 180a proceeds to step S2044-12. If the error 1 occurrence information is not stored (S2044-11: No), the game ball number CPU 180a skips step S2044-12 and proceeds to step S2044-13.
[0287] In step S2044-12, the game ball number CPU 180a generates game machine information notification data including error 1 occurrence information, and transmits this game machine information notification data to the card unit 9.
[0288] The game ball number CPU 180a determines whether error 2 occurrence information is stored in the error 2 occurrence information storage area of the game ball number RAM 180c (S2044-13). When the error 2 occurrence information is stored (S2044-13: Yes), the game ball number CPU 180a proceeds to step S2044-14. When the error 2 occurrence information is not stored (S2044-13: No), the game ball number CPU 180a skips step S2044-14 and proceeds to step S2044-15.
[0289] In step S2044-14, the game ball number CPU 180a generates game machine information notification data including error 2 occurrence information, and transmits this game machine information notification data to the card unit 9.
[0290] The game ball number CPU 180a determines whether error 3 occurrence information is stored in the error 3 occurrence information storage area of the game ball number RAM 180c (S2044-15). When the error 3 occurrence information is stored (S2044-15: Yes), the game ball number CPU 180a proceeds to step S2044-16. When the error 3 occurrence information is not stored (S2044-15: No), the game ball number CPU 180a skips step S2044-16 and proceeds to step S2044-17.
[0291] In step S2044-16, the game ball number CPU 180a generates game machine information notification data including error 3 occurrence information, and transmits this game machine information notification data to the card unit 9.
[0292] The game ball number CPU 180a determines whether error 4 occurrence information is stored in the error 4 occurrence information storage area of the game ball number RAM 180c (S2044-17). When the error 4 occurrence information is stored in the game ball number CPU 180a (S2044-17: Yes), it proceeds to step S2044-18. When the error 4 occurrence information is not stored (S2044-17: No), it skips step S2044-18 and proceeds to step S2044-19.
[0293] In step S2044-18, the game ball number CPU 180a generates game machine information notification data including the error 4 occurrence information, and transmits this game machine information notification data to the card unit 9.
[0294] In step S2044-19, the game ball number CPU 180a refers to the game ball number counter of the game ball number RAM 180c, generates game machine information notification data including the information of the game ball number indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.
[0295] In the next step S2044-20, the game ball number CPU 180a refers to the launched ball number counter of the game ball number RAM 180c, generates game machine information notification data including the information of the launched ball number indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.
[0296] In the next step S2044-21, the game ball number CPU 180a refers to the total prize ball number counter of the game ball number RAM 180c, generates game machine information notification data including the information of the total prize ball number indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.
[0297] Figure 45 is a flowchart showing the details of the counting process (step S2050 in FIG. 30) of the game ball number control unit 180. In FIG. 45, the game ball number CPU 180a performs a game ball number transition condition establishment determination process (S2051). The game ball number transition condition establishment determination process is a process for determining whether the transition condition of the game ball number is satisfied. In the game ball number transition condition establishment determination process, the game ball number CPU 180a sets the short pressing of the counting button 8 as the first transition condition and the long pressing of the counting button 8 as the second transition condition, and determines whether to set the counted ball number to 1 or 250 according to which transition condition is satisfied. The details of the game ball number transition condition establishment determination process will be described later.
[0298] In the next step S2052, the game ball number CPU 180a determines whether there is an input of the detection signal of the launched ball sensor 2a. If there is an input of the detection signal of the launched ball sensor 2a (S2052: Yes), the process proceeds to step S2053. If there is no input of the detection signal of the launched ball sensor 2a (S2052: No), the process proceeds to step S2055.
[0299] In step S2053, the game ball number CPU 180a updates the game ball number counter in the game ball number RAM 180c by subtracting 1. In the next step S2054, the game ball number CPU 180a updates the launched ball number counter in the game ball number RAM 180c by adding 1, and then proceeds to step S2055.
[0300] In the next step S2055, the game ball number CPU 180a determines whether there is an input of the detection signal of the foul ball sensor 2b. If there is an input of the detection signal of the foul ball sensor 2b (S2055: Yes), the process proceeds to step S2056. If there is no input of the detection signal of the foul ball sensor 2b (S2055: No), the process proceeds to step S2058.
[0301] In step S2056, the game ball number CPU 180a updates the game ball number counter in the game ball number RAM 180c by incrementing it by 1. In the next step S2057, the game ball number CPU 180a updates the launched ball number counter in the game ball number RAM 180c by decrementing it by 1 and proceeds to step S2058.
[0302] In step S2058, the game ball number CPU 180a determines whether it has received a bonus ball number designation command. The bonus ball number designation command is transmitted from the main control board 10 in step S500 of the main process of the main control board 10 shown in FIG. 25 when a game ball passes through the general winning opening 12, the first start opening 14, the second start opening 15, or the big winning opening 16. If the game ball number CPU 180a has received the bonus ball number designation command (S2058: Yes), it proceeds to step S2059. If it has not received the bonus ball number designation command (S2058: No), it skips step S2059 and proceeds to step S2060. In step S2060, the game ball number CPU 180a transmits a game ball number designation command and ends the current counting process.
[0303] In step S2059, the game ball number CPU 180a updates the game ball number counter in the game ball number RAM 180c by adding the bonus ball number indicated by the bonus ball number designation command, and updates the total bonus ball number counter in the game ball number RAM 180c by adding the bonus ball number indicated by the bonus ball number designation command. Thereafter, in step S2060, it transmits a game ball number designation command and ends the current counting process.
[0304] FIG. 46 is a flowchart showing details of the game ball number transition condition establishment determination process (step S2051 in FIG. 45) of the game ball number control unit 180. In FIG. 46, the game ball number CPU 180a determines whether a count button operation invalid flag is set in the count button operation invalid flag storage area of the game ball number RAM 180c (S2051-1). If the count button operation invalid flag is not set (S2051-1: No), the game ball number CPU 180a proceeds to step S2051-2. If the count button operation invalid flag is set (S2051-1: Yes), the current game ball number transition condition establishment determination process ends.
[0305] In step S2051-2, the game ball number CPU 180a determines whether a count button operation valid flag is set in the count button operation valid flag storage area of the game ball number RAM 180c. If the count button operation valid flag is set (S2051-2: Yes), the game ball number CPU 180a proceeds to step S2051-3. If the count button operation valid flag is not set (S2051-2: No), the current game ball number transition condition establishment determination process ends.
[0306] In step S2051-3, the game ball number CPU 180a determines whether the count button 8 has been short-pressed. If the count button 8 has not been short-pressed (S2051-3: No), the game ball number CPU 180a proceeds to step S2051-4 and determines whether the count button 8 has been long-pressed. If the count button 8 has been short-pressed (S2051-3: Yes), the game ball number CPU 180a determines that the first game ball number transition condition has been established and proceeds to step S2051-5. If the count button 8 has been long-pressed (S2051-4: Yes), the game ball number CPU 180a determines that the second game ball number transition condition has been established and proceeds to step S2051-6. If the count button 8 has neither been short-pressed nor long-pressed (S2051-4: No), the current game ball number transition condition establishment determination process ends.
[0307] Here, the game ball number CPU 180a performs a process of updating the operation information storage area of the game ball number RAM 180c based on the input signal of the count button detection switch 82, and determines whether the operation of the count button 8 is a short press operation or a long press operation by referring to this operation information storage area.
[0308] FIGS. 47(a) and 47(b) are diagrams showing the operation information storage area and an example of its update. The operation information storage area has a count button sampling signal storage area, a count button on-edge storage area, a count button off-edge storage area, a count button off-edge number storage area, and a count button on-off edge interval signal number storage area.
[0309] Each of the count button sampling signal storage area, the count button on-edge storage area, the count button off-edge storage area, the count button off-edge number storage area, and the count button on-off edge interval signal number storage area has a latest sampling storage unit that stores information of the latest sampling timing and a previous sampling storage unit that stores information of the previous sampling timing.
[0310] In the update process of the operation information storage area, if the input signal of the count button detection switch 82 is ON, the game ball number CPU 180a writes 1 to the latest sampling storage unit of the count button sampling signal storage area, and if the input signal of the count button detection switch 82 is OFF, the game ball number CPU 180a writes 0 to the latest sampling storage unit of the count button sampling signal storage area.
[0311] If the previous sampling signal storage unit of the count button sampling signal storage area is 0 and the latest sampling storage unit is 1, 1 is written to the latest sampling storage unit of the count button on-edge signal storage area, and for other combinations (previous sampling signal is 1 → latest sampling signal is 1, previous sampling signal is 0 → latest sampling signal is 0, or previous sampling signal is 1 → latest sampling signal is 0), 0 is written to the latest sampling storage unit of the count button on-edge signal storage area.
[0312] If the pre-sampling signal storage unit in the counting button sampling signal storage area is 1 and the latest sampling storage unit is 0, write 1 to the latest sampling storage unit in the counting button off-edge signal storage area. For other combinations (pre-sampling signal is 1 → latest sampling signal is 1, pre-sampling signal is 0 → latest sampling signal is 0, or pre-sampling signal is 0 → latest sampling signal is 1), write 0 to the latest sampling storage unit in the counting button off-edge signal storage area.
[0313] If 1 is written to the latest sampling storage unit in the counting button sampling signal storage area, rewrite the number in the latest sampling storage unit of the counting button on-off edge interval signal number storage area to the number obtained by adding 1. If 0 is written to the latest sampling storage unit in the counting button sampling signal storage area, reset the latest sampling storage unit in the counting button on-off edge interval signal number storage area to 0.
[0314] In the above update process, when 1 is written to the counting button off-edge storage area in the operation information storage area, if the number in the counting button on-off edge interval signal storage area at that time is less than the predetermined value, it can be determined that a short press operation has been performed. If the number in the counting button on-off edge interval signal storage area is greater than or equal to the predetermined value, it can be determined that a long press operation has been performed.
[0315] In step S2051-5 of FIG. 46, the game ball number CPU 180a updates by subtracting 1 from the game ball number counter in the game ball number RAM 180c. In the next step S2051-6, the game ball number CPU 180a updates by adding 1 to the counted ball number counter in the game ball number RAM 180c and ends the current game ball number transition condition establishment determination process.
[0316] In step S2051-7, the game ball number CPU 180a updates by subtracting 250 from the game ball number counter in the game ball number RAM 180c. In the next step S2051-8, the game ball number CPU 180a updates by adding 250 to the counted ball number counter in the game ball number RAM 180c and ends the current game ball number transition condition establishment determination process.
[0317] Figure 48 is a flowchart showing details of the counting notification process (step S2060 in FIG. 30) of the game ball number control unit 180. In FIG. 48, the game ball number CPU 180a determines whether or not a counting notification standby flag is set in the counting notification standby flag storage area of the game ball number RAM 180c (S2060-1). When the counting notification standby flag is set (S2060-1: Yes), the game ball number CPU 180a proceeds to step S2060-2. When the counting notification standby flag is not set (S2060-1: No), the current counting notification process ends.
[0318] In step S2060-2, the game ball number CPU 180a determines whether or not the count value of the counting notification standby timer counter in the game ball number RAM 180c is greater than 0. When 100 milliseconds have not elapsed since the transmission of the previous game machine information notification data, the determination result of this step S2060-2 is "Yes", and when 100 milliseconds have elapsed, the determination result of this step S2060-2 is "No". When the count value of the counting notification standby timer counter is greater than 0 (S2060-2: Yes), the game ball number CPU 180a proceeds to step S2060-3. When the count value of the counting notification standby timer counter is 0 (S2060-2: No), the game ball number CPU 180a proceeds to step S2060-4.
[0319] In step S2060-3, the game ball number CPU 180a updates the counting notification standby timer counter by subtracting 1, and ends the current counting notification process.
[0320] In step S2060-4, the game ball number CPU 180a refers to the counted ball number counter in the game ball number RAM 180c, generates counting notification data including information on the counted ball number indicated by this count value, and transmits the generated counting notification data to the card unit 9.
[0321] Here, the number of counted balls at the time of executing this step is either 250, 1, or 0. If a long-press operation is performed and the operation is validated between the previous transmission and the current transmission of the count notification data, count notification data including 250 pieces of information is transmitted. If a short-press operation is performed and the operation is validated between the previous transmission and the current transmission, count notification data including 1 piece of information is transmitted. If neither a long-press operation nor a short-press operation is performed or the operation is invalidated between the previous transmission and the current transmission of the count notification data, count notification data including 0 pieces of information is transmitted.
[0322] As described above, when a small ball detection error, an iron ball detection error, or a radio wave detection error, which are predetermined errors, occurs and the gaming state of the gaming machine 1 becomes the non-gamable state 2, an error code is displayed on the game ball number display 84 and the frame control display 85 (steps S2020-5, S2020-8, S2020-11 in FIG. 39), the count button operation valid flag is cleared (step S2020-13 in FIG. 39), the count button operation invalid flag is set (step S2020-14 in FIG. 39), and the progress of the game is stopped (step S2020-15 in FIG. 39). On the other hand, when a complete function activation error, which is a specific error, occurs and the gaming state of the gaming machine 1 becomes the non-gamable state 1, the progress of the game is stopped (step S2020-15 in FIG. 39), but the display of the game ball number on the game ball number display 84 and the frame control display 85 is maintained.
[0323] Therefore, when a predetermined error has occurred and the progress of the game has stopped, and an error code is displayed on the game ball number display 84 and the frame control display 85, the game ball number control unit 180 invalidates the operation of the count button 8, does not satisfy the transfer condition of the game ball number, and regulates the transmission of the count notification data, which is a transfer signal of a predetermined number of 1 or 250 game balls, to the card unit 9. Further, when a specific error has occurred and the progress of the game has stopped, and an error code is not displayed on the game ball number display 84 and the frame control display 85 and the display of the game ball number is maintained, the game ball number control unit 180 validates the operation of the count button 8, satisfies the transfer condition of the game ball number, and enables the transmission of the count notification data, which is a transfer signal of a predetermined number of 1 or 250 game balls, to the card unit 9.
[0324] In addition, when the game state of the gaming machine 1 becomes the normal state, the low base short state, or the high base short state, the game ball number control unit 180 maintains the setting of the count button operation valid flag. Therefore, in the normal state, which is a predetermined advantageous state, and the high base short state, the game ball number control unit 180 validates the operation of the count button 8, satisfies the transfer condition of the game ball number, and enables the transmission of the count notification data, which is a transfer signal of a predetermined number of 1 or 250 game balls, to the card unit 9.
[0325] In step S2060-5 of FIG. 48, the game ball number CPU 180a determines whether the count value of the counted ball number counter in the game ball number RAM 180c is greater than 0. When the count value of the counted ball number counter is greater than 0 (S2060-5: Yes), the game ball number CPU 180a proceeds to step S2060-6. When the count value of the counted ball number counter is 0 (S2060-5: No), the game ball number CPU 180a skips step S2060-6 and proceeds to step S2060-7.
[0326] In step S2060-6, the game ball number CPU 180a clears the counted ball number counter in the game ball number RAM 180c.
[0327] In step S2060-7, the game ball number CPU 180a clears the counting notification standby flag in the game ball number RAM 180c. Next, the game ball number CPU 180a sets the game machine information notification standby flag in the game machine information notification standby flag storage area of the game ball number RAM 180c (S2060-8), sets 200 milliseconds, which is the standby time from the transmission of the current counting notification data to the transmission of the next game machine information notification data, in the game machine information notification standby timer counter (S2060-9), and ends the current counting notification process.
[0328] Figure 49 is a flowchart showing details of the lending control process (step S2070 in FIG. 30) of the game ball number control unit 180. In FIG. 49, the game ball number CPU 180a determines whether lending notification data has been received from the card unit 9 (S2070-1). When the game ball number CPU 180a has received the lending notification data (S2070-1: Yes), it stores the lending notification data in the game ball number RAM 180c and proceeds to step S2070-2. When the lending notification data has not been received (S2070-1: No), the current lending control process ends.
[0329] In step S2070-2, the game ball number CPU 180a adds and updates the game ball number indicated by the information in the lending notification data to the game ball number counter, and proceeds to step S2070-3.
[0330] In step S2070-3, the game ball number CPU 180a transmits lending receipt result response data to the card unit 9 and ends the current lending control process.
[0331] FIG. 50 and FIG. 51 are flowcharts showing details of the game notification control process (step S2080 in FIG. 30) of the game ball number control unit 180. In FIG. 50, the game ball number CPU 180a determines whether or not an away flag is set in the away flag storage area of the game ball number RAM 180c (S2080-1). The away flag is a flag indicating that the player has interrupted the game and left. If the away flag is set (S2080-1: Yes), the game ball number CPU 180a proceeds to step S2080-2. If the away flag is not set (S2080-1: No), the game ball number CPU 180a proceeds to step S2080-5.
[0332] In step S2080-2, the game ball number CPU 180a determines whether or not it has received a start winning designation command from the main control board 10. The start winning designation command is a command indicating that a game ball has passed through the first start port 14 or the second start port 15, and is generated in the pre-determination process (step S240-8 in FIG. 62) of the main control board 10 described later, and is transmitted from the main control board 10 to the frame control board 160 and the effect control board 120. If the game ball number CPU 180a has received the start winning designation command (S2080-2: Yes), it proceeds to step S2080-4 to clear the away flag and then proceeds to step SS2080-5. If the game ball number CPU 180a has not received the start winning designation command (S2080-2: No), it proceeds to step S2080-24.
[0333] In step S2080-5, the game ball number CPU 180a performs a seating notification mode determination process. In the seating notification mode determination process, the game ball number CPU 180a refers to the seated lamp emission color determination table in the game ball number ROM 180b, determines the emission color based on the count value of the game ball number counter in the game ball number RAM 180c, and outputs the emission data of this emission color to the game notification lamp 86. Also, the game ball number CPU 180a refers to the seated background color determination table in the game ball number ROM 180b, determines the normal variation background color based on the count value of the game ball number counter in the game ball number RAM 180c, and transmits the effect pattern designation command of this background color to the effect control board 120. The game notification lamp 86 changes the emission color of the game notification lamp 86 according to the emission data received from the game ball number control unit 180. The effect control board 120 changes the normal variation background color according to the effect pattern designation command received from the game ball number control unit 180.
[0334] FIG. 52(a) is a diagram showing a seated lamp emission color determination table. In the seated lamp emission color determination table, a set of the classification of the number of game balls and the data indicating the emission color is stored. Specifically, 0 to 999 corresponds to no emission (colorless), 1000 to 58999 corresponds to blue, and 59000 to corresponds to red, respectively.
[0335] FIG. 52(b) is a diagram showing a seated background color determination table. In the seated background color determination table, a set of the classification of the number of game balls and the data indicating the emission color is stored. Specifically, 0 to 999 corresponds to gray, 1000 to 58999 corresponds to blue, and 59000 to corresponds to red, respectively.
[0336] In step S2080-6 of FIG. 50, the game ball number CPU 180a determines whether it has received a symbol determination command from the main control board 10. The start winning designation command is a command indicating that the variation of the special symbol has stopped and the symbol has been determined. It is generated in the special symbol variation process (step S320-3 of FIG. 74) of the main control board 10 described later and is transmitted from the main control board 10 to the frame control board 160 and the effect control board 120. When the game ball number CPU 180a has received the symbol determination command (S2080-6: Yes), it proceeds to step S2080-10. When it has not received the symbol determination command (S2080-6: No), it proceeds to step S2080-12.
[0337] In step S2080-10, the game ball number CPU 180a sets a game interruption determination flag in the game interruption determination flag storage area of the game ball number RAM 180c. Next, the game ball number CPU 180a sets a predetermined time (for example, 10 minutes) in the game interruption determination timer counter (S2080-11) and ends the current game notification control process.
[0338] In step S2080-12, the game ball number CPU 180a determines whether a game interruption determination flag is set in the game interruption determination flag storage area of the game ball number RAM 180c. When the game ball number CPU 180a determines that the game interruption determination flag is set (S2080-12: Yes), it proceeds to step S2080-13. When the game interruption determination flag is not set (S2080-12: No), it ends the current game notification control process.
[0339] In step S2080-13, the game ball number CPU 180a determines whether it has received a variation start command from the main control board 10. The variation start command is a command indicating that the variation of the special symbol has started. It is generated in the variation pattern determination process (step S312 in FIG. 68) of the main control board 10 described later and is transmitted from the main control board 10 to the frame control board 160 and the effect control board 120. If the game ball number CPU 180a has not received the variation start command (S2080-13: No), it proceeds to step S2080-14.
[0340] In step S2080-14, the game ball number CPU 180a determines whether it has received an opening designation command from the main control board 10. The opening designation command is a command indicating that the opening of the special game has started. It is generated in the special symbol stop process (step S330-8 in FIG. 75) of the main control board 10 described later and is transmitted from the main control board 10 to the frame control board 160 and the effect control board 120.
[0341] If the game ball number CPU 180a has received the variation start command (S2080-13: Yes), or if it has received the opening designation command (S2080-14: Yes), it proceeds to step S2080-15. If it has not received any of these commands (S2080-13: No → S2080-14: No), it proceeds to step S2080-17.
[0342] In step S2080-15, the game ball number CPU 180a clears the game interruption determination flag in the game interruption determination flag storage area of the game ball number RAM 180c. Next, the game ball number CPU 180a clears the game interruption determination timer counter in the game ball number RAM 180c (S2080-16) and ends the current game notification control process.
[0343] In step S2080-17 of FIG. 51, the game ball number CPU 180a updates the game interruption determination timer counter in the game ball number RAM 180c by subtracting 1 therefrom. Thereafter, the game ball number CPU 180a determines whether the count value of the updated game interruption determination timer counter is greater than 0 (S2080-18). If the state where no next variation starts and no opening of a special game starts after the special symbol is determined continues for a predetermined time, the determination result of this step S2080-17 becomes "Yes", and if such a state continues for a predetermined time, the determination result of this step S2080-17 becomes "No". When the count value of the game interruption determination timer counter is greater than 0 (S2080-18: Yes), the game ball number CPU 180a ends the current game notification control process. When the count value of the game interruption determination timer counter is 0 (S2080-18: No), the process proceeds to step S2080-22.
[0344] In step S2080-22, the game ball number CPU 180a clears the game interruption determination flag in the game interruption determination flag storage area. Thereafter, the game ball number CPU 180a sets the away flag in the away flag storage area of the game ball number RAM 180c (S2080-23) and ends the current game notification control process.
[0345] In step S2080-24, the game ball number CPU 180a performs a departure notification mode determination process and ends the current game notification control process. In the departure notification mode determination process, the game ball number CPU 180a refers to the departure lamp emission color determination table in the game ball number ROM 180b, determines the emission color based on the count value of the game ball number counter in the game ball number RAM 180c, and outputs the emission data of this emission color to the game notification lamp 86. Further, the game ball number CPU 180a refers to the departure background color determination table in the game ball number ROM 180b, determines the background color of the customer waiting image based on the count value of the game ball number counter in the game ball number RAM 180c, and transmits the effect pattern designation command of this background color to the effect control board 120. The game notification lamp 86 changes the emission color of the game notification lamp 86 according to the emission data received from the game ball number control unit 180. The effect control board 120 changes the background color of the customer waiting image according to the effect pattern designation command received from the game ball number control unit 180.
[0346] FIG. 53(a) is a diagram showing the departure lamp emission color determination table. In the departure lamp emission color determination table, a set of the classification of the game ball number and the data indicating the emission color is stored. Specifically, 0 and no emission (colorless) are associated with 1 to 999 and purple, 1000 to 58999 and yellow, and 59000 and above and red, respectively.
[0347] FIG. 53(b) is a diagram showing the departure background color determination table. In the departure background color determination table, a set of the classification of the game ball number and the data indicating the emission color is stored. Specifically, 0 and gray are associated with 1 to 999 and purple, 1000 to 58999 and yellow, and 59000 and above and red, respectively.
[0348] Here, in the game notification control process of the present embodiment, when the variation of the special symbol stops during seating, it proceeds from step S2080-1: No in FIG. 53 to step S2080-5, then to step S2080-6: Yes, and then to step S2080-10, the game interruption determination flag is set, and it proceeds to the next step S2080-11, where a predetermined time is set in the game interruption determination timer counter.
[0349] After that, if the special symbol stops and no next variation starts and no special game starts, in the game notification control process, it proceeds from step S2080-1: No → step S2080-5 and the seated notification mode determination process is performed, and from step S2080-6: No → step S2080-12: Yes → step S2080-13: No → step S208-14: No → step S2080-17 and the game interruption determination timer counter is decremented by 1, and such a process is repeated.
[0350] If the state where no next variation starts and no special game starts continues for a predetermined period, in the game notification control process, the count value of the game interruption determination timer counter after subtraction in step S2080-17 becomes 0, and it can be considered that the player has interrupted the game. Therefore, it proceeds from step S2080-18: No → step S2080-24 and the out-of-seat flag is set. In the next game notification control process, it proceeds from step S2080-1: Yes → step S2080-2: No → step S2080-24 and the out-of-seat notification mode determination process is performed, and the notification mode by the game notification lamp 86 and the image display device 31 is changed from the in-seat notification mode to the out-of-seat notification mode.
[0351] After that, when a game ball is launched and a start winning occurs, it can be considered that the player has taken a seat and resumed the game. Therefore, in the game information notification control process, it proceeds from step S2080-1: Yes → step S2080-2: Yes → step S2080-4 → step S2080-5 and the seated notification mode determination process is performed, and the notification mode by the game notification lamp 86 and the image display device 31 is changed from the out-of-seat notification mode to the in-seat notification mode.
[0352] By performing the above processing, when the number of playable game balls in the game ball number RAM 180c is equal to or greater than a predetermined number, the game ball number control unit 180 changes the notification mode of the game notification lamp 86 and changes the notification mode of the image display device 31 when a predetermined time has elapsed since the player interrupted the game. Further, when the number of playable game balls in the game ball number RAM 180c is equal to or greater than a predetermined number, the game ball number control unit 180 changes the notification mode of the game notification lamp 86 and changes the notification mode of the image display device 31 when a predetermined time has elapsed since the last symbol stop by the special symbol display devices 20 and 21 which are symbol display means.
[0353] More specifically, the game ball number CPU 180a notifies that the number of playable game balls in the game ball number RAM 180c is 1 or more, 1000 or more, and 59000 or more by changing the light emission mode of the game notification lamp 86.
[0354] For example, in the seated lamp emission color determination table of FIG. 52(a), 0 to 999 correspond to blue, 100 to 58999 correspond to green, and 59000 and above correspond to red. In the standing lamp emission color determination table of FIG. 53(a), 0 means no light emission, 1 to 999 correspond to purple, 1000 to 58999 correspond to yellow, and 59000 and above correspond to red.
[0355] While the player is seated, the game ball number control unit 180 notifies the player of this by setting the light emission mode of the game notification lamp 86, which is a notification means, to blue while the number of playable game balls in the game ball number RAM 180c is 999 or less, and when the number of playable game balls in the game ball number RAM 180c becomes 1000 or more, notifies the player of this by changing the light emission mode of the game notification lamp 86, which is a notification means, from blue to green.
[0356] In addition, when the number of playable game balls in the game ball number RAM 180c of the game ball number control unit 180 reaches 59,000 or more, regardless of whether the player is seated or away from the seat, the red light emission of the game notification lamp 86 is maintained, thereby notifying the player himself / herself and the surrounding people (such as the hall staff) that the game machine is likely to exceed the number of game balls that can be stored. By doing so, since the upper limit of the game ball number counter is 60,000, the operation of the count button 8 can be prompted.
[0357] In addition, when the number of playable game balls in the game ball number RAM 180c of the game ball number control unit 180 is 1 or more and 58,999 or less, the game notification lamp 86 changes its light emission mode depending on whether the player is seated or away from the seat, thereby notifying the surrounding people that the departure is temporary and the game of the game machine 1 has not been completely stopped. For example, when the number of playable game balls in the game ball number RAM 180c is 1 or more and 999 or less, the light emission color of the game notification lamp 86 when the player is seated becomes blue, and the light emission color of the game notification lamp 86 when the player is away from the seat becomes purple. When the number of playable game balls in the game ball number RAM 180c is 1,000 or more and 58,999 or less, the light emission color of the game notification lamp 86 when the player is seated becomes green, and the light emission color of the game notification lamp 86 when the player is away from the seat becomes yellow. When the number of playable game balls in the game ball number RAM 180c is 0, the game notification lamp 86 emits light in blue when the player is seated, but when the player leaves the seat, the game notification lamp 86 turns off. By the game notification lamp 86 of the game machine 1 turning off, the surrounding people (other players) can judge that the game machine 1 is vacant. As another example, when the player is away from the seat and the number of game balls is 1 or more and less than 20, the game notification lamp 86 may be changed to a flashing mode. By doing so, when leaving the seat with a small number of game balls, it is possible to notify the possibility of mischievously leaving game balls and ending the game.
[0358] FIG. 54 is a flowchart showing details of the bill insertion recognition process (step S3020 in FIG. 33) of the card unit control board 90. In FIG. 54, the unit CPU 910a determines whether or not a bill 6 has been inserted into the bill insertion slot 91 based on the output signal of the bill discriminator 91a (S3020-1). If the bill 6 has been inserted (S3020-1: Yes), the unit CPU 910a proceeds to step S3020-2. If the bill 6 has not been inserted (S3020-1: No), the current bill insertion recognition process ends.
[0359] In step S3020-2, the unit CPU 910a obtains the total amount of the amount information indicated by the amount information in the amount information storage area of the unit RAM 910c and the amount of the bill 6 identified by the bill discriminator 91a, and writes and updates the amount information of this total amount in the amount information storage area of the unit RAM 910c.
[0360] In the next step S3020-3, the unit CPU 910a changes the number of the amount display 93 according to the amount information in the amount information storage area of the unit RAM 910c, and ends the current bill insertion recognition process.
[0361] FIG. 55 is a flowchart showing details of the card insertion recognition process (step S3030 in FIG. 33) of the card unit control board 90. In FIG. 55, the unit CPU 910a determines whether or not a card 7 has been inserted into the card insertion slot 92 based on the output signal of the card reader / writer 92a (S3030-1). If the card 7 has been inserted (S3030-1: Yes), the unit CPU 910a proceeds to step S3030-2. If the card 7 has not been inserted (S3030-1: No), the current card insertion recognition process ends.
[0362] In step S3030-2, the unit CPU 910a determines whether amount information is recorded on card 7. If the unit CPU 910a determines that amount information is recorded (S3030-2: Yes), it proceeds to step S3030-3. If no amount information is recorded (S3030-2: No), it skips steps S3030-3 and the next step S3030-4 and proceeds to step S3030-5.
[0363] In step S3030-3, the unit CPU 910a obtains the total amount of the amount information indicated by the amount information in the amount information storage area of the unit RAM 910c and the amount information indicated by the amount information recorded on card 7, and writes and updates the amount information of this total amount in the amount information storage area of the unit RAM 910c.
[0364] In step S3030-4, the unit CPU 910a changes the number of the amount display 93 according to the amount information in the amount information storage area of the unit RAM 910c, and proceeds to step S3030-5.
[0365] In step S3030-5, the unit CPU 910a determines whether the number of balls in hand information is recorded on card 7. If the number of balls in hand information is recorded (S3030-5: Yes), it proceeds to step S3030-6. If the number of balls in hand information is not recorded (S3030-5: No), it ends the current card insertion recognition process.
[0366] In step S3030-6, the unit CPU 910a obtains the total number of balls in hand of the number of balls in hand information indicated by the number of balls in hand information in the number of balls in hand information storage area of the unit RAM 910c and the number of balls in hand information indicated by the number of balls in hand information recorded on card 7, and writes and updates the number of balls in hand information of this total number of balls in hand in the number of balls in hand information storage area of the unit RAM 910c.
[0367] In step S3030-7, the unit CPU 910a changes the number on the held ball display 94 to the one corresponding to the held ball information in the held ball information storage area of the unit RAM 910c, and ends the current card insertion recognition process.
[0368] FIG. 56 is a flowchart showing details of the transition process (step S3040 in FIG. 33) of the card unit control board 90. In FIG. 56, the unit CPU 910a determines whether it has received count notification data from the frame control board 160 of the gaming machine 1 (S3040-1). When the unit CPU 910a has received the count notification data (S3040-1: Yes), it proceeds to step S3040-2. When it has not received the count notification data (S3040-1: No), it ends the current transition process.
[0369] In step S3040-2, the unit CPU 910a determines whether the counted ball number indicated by the count notification data is 0. In the gaming machine 1, when the short press operation or long press operation of the count button 8 has not been performed, the determination result of this step S3040-2 is "Yes", and when the short press operation or long press operation of the count button 8 has been performed, the determination result of this step S3040-2 is "No". When the counted ball number is not 0 (S3040-2: No), the unit CPU 910a proceeds to step S3040-3. When the counted ball number is 0 (S3040-2: Yes), it ends the current transition process.
[0370] In step S3050-3, the unit CPU 910a adds and updates the same number as the counted ball number indicated by the count notification data to the held ball counter in the unit RAM 910c. In the next step S2030-4, the unit CPU 910a changes the number on the held ball display 94 to the one corresponding to the held ball information in the held ball information storage area of the unit RAM 910c, and ends the current transition process.
[0371] FIG. 57 is a flowchart showing details of the lending process (step S3050 in FIG. 33) of the card unit control board 90. In FIG. 57, the unit CPU 910a determines whether a lending reception result response waiting flag is set in the lending reception result response waiting flag storage area of the unit RAM 910c (S3050-1). If the lending reception result response waiting flag is set (S3050-1: Yes), the unit CPU 910a proceeds to step S3050-2. If the lending reception result response waiting flag is not set (S3050-1: No), the unit CPU 910a proceeds to step S3050-3.
[0372] In step S3050-2, the unit CPU 910a determines whether the count value of the lending reception result response waiting timer counter in the unit RAM 910c is greater than 0. The lending reception result response waiting timer counter is a counter for measuring 10 milliseconds, which is the waiting time from the transmission of the lending notification data to the return of the lending reception result response data. When 10 milliseconds have not elapsed since the transmission of the lending notification data, the determination result of this step S3050-2 is "Yes", and when 10 milliseconds have elapsed since the transmission of the lending notification data, the determination result of this step S3050-2 is "No". If the count value of the lending reception result response waiting timer counter is greater than 0 (S3050-2: Yes), the unit CPU 910a ends the current lending process. If the count value of the lending reception result response waiting timer counter is 0 (S3050-2: No), the unit CPU 910a proceeds to step S3050-12.
[0373] In step S3050-3, the unit CPU 910a determines whether a lending button operation invalid flag is set in the lending button operation invalid flag storage area of the unit RAM 910c. The lending button operation invalid flag is a flag that invalidates the operation of the lending button 98. If the lending button operation invalid flag is not set (S3050-3: No), the unit CPU 910a proceeds to step S3050-4. If the lending button operation invalid flag is set (S3050-3: Yes), the unit CPU 910a ends the current lending process.
[0374] In step S3050-4, the unit CPU 910a determines whether there is an input of the detection signal from the lending button detection switch 98a. When the lending button 98 is pressed, the determination result of this step S3050-4 becomes "Yes". When there is an input of the detection signal from the lending button detection switch 98a (S3050-4: Yes), the unit CPU 910a proceeds to step S3050-5. When there is no input of the detection signal from the lending button detection switch 98a (S3050-4: No), the current lending process ends.
[0375] In step S3050-5, the unit CPU 910a determines whether it is receiving the count notification data. When the unit CPU 910a is not receiving the count notification data (S3050-5: No), it proceeds to step S3050-6. When it is receiving the count notification data (S3050-6: Yes), the current lending process ends.
[0376] In step S3050-6, the unit CPU 910a refers to the number of balls held information storage area in the unit RAM 910c and determines whether the number of balls held information stored in the number of balls held information storage area is more than 0. When the number of balls held is 0 (S3050-6: No), the unit CPU 910a proceeds to step S3050-7. When it is more than 0 (S3050-6: Yes), it proceeds to step S3050-10.
[0377] In step S3050-7, the unit CPU 910a refers to the amount information storage area in the unit RAM 910c and determines whether the amount information of an amount greater than 0 yen is stored. When the amount is greater than 0 yen (S3050-7: Yes), the unit CPU 910a proceeds to step S3050-8. When the amount is 0 yen (S3050-7: No), the current lending process ends.
[0378] In step S3050-8, the unit CPU 910a converts the amount information in the amount information storage area into the number of balls held, and updates the amount information in the amount information storage area and the number of balls held information in the number of balls held information storage area. Specifically, when the amount information in the amount information storage area is 1000 yen or more, the unit CPU 910a sets 250, which is the value obtained by dividing 1000 yen by 4 (the amount per ball), as the amount conversion number, updates the amount information in the amount information storage area by subtracting 1000, and updates the number of balls held information in the number of balls held information storage area by adding 250. Also, when the amount information in the amount information storage area is less than 1000 yen, the unit CPU 910a sets the value obtained by dividing the total amount at that time by 4 as the amount conversion number, sets the amount information in the amount information storage area to 0, and updates the number of balls held information in the number of balls held information storage area by adding the amount conversion number.
[0379] In the next step S3050-9, the unit CPU 910a changes the display of the amount display 93 and the display of the number of balls held display 94. Specifically, the unit CPU 910a changes the number on the amount display 93 to a value corresponding to the amount information in the amount information storage area of the unit RAM 910c, and changes the number on the number of balls held display 94 to a value corresponding to the number of balls held information in the number of balls held information storage area of the unit RAM 910c. After the execution of step S3050-9, the process proceeds to step S3050-10.
[0380] In step S3050-10, the unit CPU 910a performs a transferred ball number determination process. The transferred ball number determination process is a process for determining the number of game balls transferred from the card unit 9 to the gaming machine 1. In the transferred ball number determination process, when the number of balls held information in the number of balls held information storage area is 250 or more, the unit CPU 910a determines 250 as the number of game balls transferred from the card unit 9 to the gaming machine 1. Also, when the number of balls held information in the number of balls held information storage area is less than 250, the unit CPU 910a determines the total number of balls held at that time as the number of game balls transferred from the card unit 9 to the gaming machine 1.
[0381] In step S3050-11, the unit CPU 910a sets the lending reception result response standby flag in the lending reception result response standby flag storage area of the unit RAM 910c, and proceeds to step S3050-12.
[0382] In step S3050-12, set 10 milliseconds in the lending reception result response standby timer counter. Next, the unit CPU 910a transmits the lending notification data of the number of game balls determined in the transfer ball number determination process of step S3050-10 to the frame control board 160 (S3050-12), and ends the current lending process.
[0383] Here, regardless of whether the lending button operation invalid flag is set, while the card unit 9 is receiving the counting notification data from the frame control board 160, even if the lending button 98 is pressed, it proceeds from step S3050-4: Yes → S3050-5: Yes, and the lending process ends, so the transmission of the lending notification data to the frame control board 160 is restricted. From this, it can be said that the counting notification data, which is the transfer signal of the number of game balls when the counting button 8 is operated in the gaming machine 1, includes information that invalidates the operation of the lending button 98 in the card unit 9.
[0384] FIG. 58 is a flowchart showing details of the response confirmation process (step S3060 in FIG. 33) of the card unit control board 90. In FIG. 58, the unit CPU 910a determines whether it has received the lending reception result response data from the frame control board 160 (S3060-1). When the unit CPU 910a has received the lending reception result response data (S3060-1: Yes), it proceeds to step S3060-2. When it has not received the lending reception result response data (S3060-1: No), it ends the current response confirmation process.
[0385] In step S3060-2, the unit CPU 910a subtracts and updates the number of game balls determined in the transfer ball number determination process of step S3050-10 from the number of balls held information in the number of balls held information storage area of the unit RAM 910c.
[0386] Next, the unit CPU 910a changes the display of the ball - holding number indicator 94 (S3060 - 3). Specifically, the unit CPU 910a changes the number displayed on the ball - holding number indicator 94 to a number corresponding to the ball - holding number information in the ball - holding number information storage area of the unit RAM 910c. After the execution of step S3060 - 3, the process proceeds to step S3060 - 4.
[0387] In step S3060 - 4, the unit CPU 910a clears the lending - receipt result response waiting timer counter and proceeds to step S3060 - 5. In step S3060 - 5, the unit RAM 910c clears the lending - receipt result response waiting flag and ends the current response confirmation process.
[0388] FIG. 59 is a flowchart showing the details of the return process (step S3070 in FIG. 33) of the card unit control board 90. In FIG. 59, the unit CPU 910a determines whether or not an ejection - button operation invalid flag is set in the ejection - button operation invalid flag storage area of the unit RAM 910c (S3070 - 1). The ejection - button operation invalid flag is a flag that invalidates the operation of the ejection button 99. When the ejection - button operation invalid flag is not set (S3070 - 1: No), the unit CPU 910a proceeds to step S3070 - 2. When the ejection - button operation invalid flag is set (S3070 - 1: Yes), the current return process ends.
[0389] In step S3070 - 2, the unit CPU 910a determines whether or not an input of a detection signal from the ejection - button detection switch 99a has occurred. When the ejection button 99 is pressed, the determination result of this step S3070 - 2 becomes "Yes". When an input of a detection signal from the ejection - button detection switch 99a has occurred (S3070 - 2: Yes), the unit CPU 910a proceeds to step S3070 - 3. When no input of a detection signal from the ejection - button detection switch 99a has occurred (S3070 - 2: No), the current return process ends.
[0390] In step S3070-3, the unit CPU 910a determines whether amount information of an amount greater than 0 is stored in the amount information storage area of the unit RAM 910c. If the unit CPU 910a determines that the amount is greater than 0 (S3070-3: Yes), it proceeds to step S3070-4. If the amount is 0 (S3070-3: No), it skips step S3070-4 and proceeds to step S3070-5.
[0391] In step S3070-3, the unit CPU 910a records the amount information in the amount information storage area of the unit RAM 910c on card 7.
[0392] In step S3070-5, the unit CPU 910a determines whether the number of balls held information of a number of balls held greater than 0 is stored in the number of balls held information storage area of the unit RAM 910c. If the unit CPU 910a determines that the number of balls held is greater than 0 (S3070-5: Yes), it proceeds to step S3070-6. If the number of balls held is 0 (S3070-5: No), it skips step S3070-6 and proceeds to step S3070-7.
[0393] In step S3070-6, the unit CPU 910a records the number of balls held information in the number of balls held information storage area of the unit RAM 910c on card 7.
[0394] In step S3070-7, the unit CPU 910a ejects card 7 from the card insertion slot 92 and ends the current return process.
[0395] FIG. 60 is a flowchart showing details of the gaming machine information analysis process (step S3080 in FIG. 33) of the card unit control board 90. In FIG. 60, the unit CPU 910a determines whether gaming machine information notification data has been received from the frame control board 160 (S3080-1). If the unit CPU 910a has received the gaming machine information notification data (S3080-1: Yes), it proceeds to step S3080-2. If the gaming machine information notification data has not been received (S3080-1: No), the current gaming machine information analysis process ends.
[0396] In step S3080-2, the unit CPU 910a transmits the gaming machine information notification data to a hall computer (not shown).
[0397] In the next step S3080-3, the unit CPU 910a updates the game state flag storage area of the unit RAM 910c based on the gaming machine information notification data. Specifically, if the gaming machine information notification data indicates that the machine has entered the normal state, the unit CPU 910a sets the normal state game state flag in the game state flag storage area; if it indicates that the machine has entered the low base short state, the unit CPU 910a sets the low base short state game state flag in the game state flag storage area; if it indicates that the machine has entered the high base short state, the unit CPU 910a sets the high base short state game state flag in the game state flag storage area; if it indicates that the machine has entered the non-playable state 1, the unit CPU 910a sets the non-playable state 1 game state flag in the game state flag storage area; if it indicates that the machine has entered the non-playable state 2, the unit CPU 910a sets the non-playable state 2 game state flag in the game state flag storage area.
[0398] In step S3080-4, the unit CPU 910a determines whether gaming machine 1 has achieved a big win. If the unit CPU 910a determines that gaming machine 1 has not achieved a big win (S3080-4: No), it proceeds to step S3080-5. If gaming machine 1 has achieved a big win (S3080-4: Yes), the current gaming machine information analysis process ends.
[0399] In step S3080-5, the unit CPU 910a refers to the game state flag storage area and determines whether the gaming machine 1 has entered the normal state. If the gaming machine 1 has not entered the normal state (S3080-5: No), the unit CPU 910a proceeds to step S3080-6. If the gaming machine 1 has entered the normal state (S3080-5: Yes), the current gaming machine information analysis process ends.
[0400] In step S3080-6, the unit CPU 910a refers to the game state flag storage area and determines whether the gaming machine 1 has entered the low base short state. If the gaming machine 1 has not entered the low base short state (S3080-6: No), the unit CPU 910a proceeds to step S3080-7. If the gaming machine 1 has entered the low base short state (S3080-6: Yes), the current gaming machine information analysis process ends.
[0401] In step S3080-7, the unit CPU 910a refers to the game state flag storage area and determines whether the gaming machine 1 has entered the high base short state. If the gaming machine 1 has not entered the high base short state (S3080-7: No), the unit CPU 910a proceeds to step S3080-9. If the gaming machine 1 has entered the high base short state (S3080-7: Yes), the current gaming machine information analysis process ends.
[0402] In step S3080-9, the unit CPU 910a refers to the game state flag storage area and determines whether the gaming machine 1 has entered the non-playable state 1. When a complete function activation error, which is a specific error, occurs in the gaming machine 1, the determination result in this step S3080-9 is "Yes". If the gaming machine 1 has entered the non-playable state 1 (S3080-9: Yes), the unit CPU 910a proceeds to step S3080-10. If the gaming machine 1 has not entered the non-playable state 1 (S3080-9: No), the unit CPU 910a proceeds to step S3080-11.
[0403] In step S3080-10, the unit CPU 910a sets the lending button operation invalid flag in the lending button operation invalid flag storage area of the unit RAM 910c, and ends the current gaming machine information analysis process.
[0404] In step S3080-11, the unit CPU 910a refers to the gaming state flag storage area and determines whether the gaming machine 1 has entered the non-playable state 2. In the gaming machine 1, when a predetermined error such as a small ball detection error, an iron ball detection error, or a radio wave detection error occurs, the determination result of this step S3080-11 is "Yes". When the gaming machine 1 has entered the non-playable state 2 (S3080-11: Yes), the unit CPU 910a proceeds to step S3080-12. When the gaming machine 1 has not entered the non-playable state 2 (S3080-11: No), the current gaming machine information analysis process is ended.
[0405] In step S3080-12, the unit CPU 910a transmits the fraud occurrence notification data to the server (not shown) of the management center, and proceeds to step S3080-13.
[0406] In step S3080-13, the unit CPU 910a sets the lending button operation invalid flag in the lending button operation invalid flag storage area of the unit RAM 910c, and proceeds to step S3080-17.
[0407] In step S3080-17, the unit CPU 910a sets the ejection button operation invalid flag in the ejection button operation invalid flag storage area of the unit RAM 910c, and ends the current gaming machine information analysis process.
[0408] Here, when the game machine information notification data transmitted from the game ball number control unit 180 of the game machine 1 to the card unit 9 indicates that the game machine has entered the non-playable state 2, the process proceeds as follows: step S3080-1: Yes → step S3080-2 → step S3080-3 → step S3080-4: No → step S3080-5: No → step S3080-6: No → step S3080-7: No → step S3080-9: No → step S3080-11: Yes → step S3080-12 → step S3080-13. The lending button operation invalid flag is set, and further, the process proceeds to step S3080-17 where the discharge button operation invalid flag is set. From this, it can be said that the game machine information notification data indicating the non-playable state 2 includes information that invalidates the operations of both the lending button 98 and the discharge button 99.
[0409] Also, when the game machine information notification data transmitted from the game ball number control unit 180 of the game machine 1 to the card unit 9 indicates that the game machine has entered the non-playable state 1, the process proceeds as follows: step S3080-1: Yes → step S3080-2 → step S3080-3 → step S3080-4: No → step S3080-5: No → step S3080-6: No → step S3080-7: No → step S3080-9: Yes → step S3080-10. The discharge button operation invalid flag is set. From this, it can be said that the game machine information notification data indicating the non-playable state 1 includes information that invalidates the operation of the lending button 98 and information that enables the operation of the discharge button 99.
[0410] Also, when the gaming machine information notification data transmitted from the gaming ball number control unit 180 of the gaming machine 1 to the card unit 9 indicates that it is in the high base short state, step S3080-1: Yes → step S3080-2 → step S3080-3 → step S3080-4: No → step S3080-5: No → step S3080-6: No → step S3080-7: Yes, and the gaming machine information analysis process ends. Therefore, neither the discharge button operation invalid flag nor the lending button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating the high base short state includes information that enables the operations of both the discharge button 99 and the lending button 98.
[0411] Also, when the gaming machine information notification data transmitted from the gaming ball number control unit 180 of the gaming machine 1 to the card unit 9 indicates that it is in the low base short state, step S3080-1: Yes → step S3080-2 → step S3080-3 → step S3080-4: No → step S3080-5: No → step S3080-6: Yes, and the gaming machine information analysis process ends. Therefore, neither the discharge button operation invalid flag nor the lending button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating the low base short state includes information that enables the operations of both the discharge button 99 and the lending button 98.
[0412] Also, when the game machine information notification data transmitted from the game ball number control unit 180 of the gaming machine 1 to the card unit 9 indicates that it has returned to the normal state, steps S3080-1: Yes → step S3080-2 → step S3080-3 → step S3080-4: No → step S3080-5: Yes are executed, and the game machine information analysis process ends. Therefore, neither the discharge button operation invalid flag nor the lending button operation invalid flag is set. From this, it can be said that the game machine information notification data indicating the normal state includes information that enables the operations of both the discharge button 99 and the lending button 98. Here, since the processing in the normal state or the short low-base state is the same, among the game machine information notification data transmitted from the game ball number control unit 180 of the gaming machine 1 to the card unit 9, those indicating the normal state and the short low-base state may be used as common notification data. Further, setting 00H as the common data is also included.
[0413] Also, when the game machine information notification data transmitted from the game ball number control unit 180 of the gaming machine 1 to the card unit 9 indicates that a big win has occurred, steps S3080-1: Yes → step S3080-2 → step S3080-3 → step S3080-4: Yes are executed, and the game machine information analysis process ends. Therefore, neither the discharge button operation invalid flag nor the lending button operation invalid flag is set. From this, it can be said that the game machine information notification data indicating a big win includes information that enables the operations of both the discharge button 99 and the lending button 98.
[0414] FIG. 61 is a flowchart showing details of the input control process (step S200 in FIG. 25). In FIG. 61, the main CPU 110a performs a general winning opening detection switch input process (S210). In the general winning opening detection switch input process, the main CPU 110a determines whether or not there is an input of a detection signal from the general winning opening detection switch 12a. If there is no input of the detection signal, the process proceeds directly to step S220. If there is an input of the detection signal, a predetermined number (for example, 10) is added to and updated in the general winning opening prize ball counter in the main RAM 110c.
[0415] After the execution of step S210, the main CPU 110a performs a first major winning opening detection switch input process (S220). In the first major winning opening detection switch input process, the main CPU 110a determines whether or not there is an input of a detection signal from the first major winning opening detection switch 16a. If the main CPU 110a determines that there is no input of the detection signal from the first major winning opening detection switch 16a, the process proceeds directly to step S240. If there is an input of the detection signal from the first major winning opening detection switch 16a, a predetermined number (for example, 15) is added to and updated in the major winning opening prize ball counter in the main RAM 110c, and the count value (C) of the major winning opening ball entry number (C) counter in the main RAM 110c is incremented by 1 and updated.
[0416] After the execution of step S220, the main CPU 110a performs a first start port detection switch input process (S240). In the first start port detection switch input process, the main CPU 110a determines whether a detection signal is input from the first start port detection switch 14a. If no detection signal is input from the first start port detection switch 14a, the main CPU 110a proceeds directly to step S250. If a detection signal is input from the first start port detection switch 14a, a series of processes are performed, including updating the first start port bonus ball counter, determining whether the first special symbol hold count (U1) is less than 4, updating the first special symbol hold count (U1) when it is less than 4, storing a random value in the special symbol storage area, performing a preliminary big win lottery, setting a start winning designation command according to the lottery result, setting a special symbol hold count designation command according to the first special symbol hold count (U1), etc. The details of the first start port detection switch input process will be described later.
[0417] After the execution of step S240, the main CPU 110a performs a second start port detection switch input process (S250). In the second start port detection switch input process, the main CPU 110a determines whether a detection signal is input from the second start port detection switch 15a. If no detection signal is input from the second start port detection switch 15a, the main CPU 110a proceeds directly to step S260. If a detection signal is input from the second start port detection switch 15a, a series of processes are performed, including updating the second start port bonus ball counter and storing a random value in the special symbol storage area.
[0418] After the execution of step S250, the main CPU 110a performs specific area detection switch input processing (S260). In the specific area detection switch input processing, the main CPU 110a determines whether there is an input of a detection signal from the specific area detection switch 18a. If there is no input of a detection signal from the specific area detection switch 18a, the main CPU 110a proceeds directly to step S260. If there is an input of a detection signal from the specific area detection switch 18a, a series of processes such as setting the specific area winning flag and setting the specific area winning designation command are performed. Details of the specific area detection switch input processing will be described later.
[0419] Next, the main CPU 110a performs gate detection switch input processing (S270). In the gate detection switch input processing, the main CPU 110a determines whether there is an input of a detection signal from the gate detection switch 13a. If there is no input of a detection signal from the gate detection switch 13a, the main CPU 110a ends the current input control processing as it is. If there is an input of a detection signal from the gate detection switch 13a, the main CPU 110a generates a gate passage designation command and sets the generated gate passage designation command in the production transmission data storage area of the main RAM 110c. Also, in this case, the main CPU 110a determines whether the count value (G) of the normal symbol retention number (G) counter that counts the normal symbol retention number (G) is less than 4. And if the count value (G) of the normal symbol retention number (G) counter is less than 4, the count value (G) is updated by adding 1, and a normal symbol random number value is acquired and the acquired normal symbol random number value is stored in the normal symbol retention memory area.
[0420] FIG. 62 is a flowchart showing details of the first start port detection switch input processing (step S240 in FIG. 61). In FIG. 62, when there is an input of a detection signal from the first start port detection switch 14a (S240-1: Yes), the main CPU 110a proceeds to step S240-2. When there is no input of a detection signal from the first start port detection switch 14a (S240-1: No), the current first start port detection switch input processing is ended.
[0421] In step S240-2, the main CPU 110a adds a predetermined number (for example, 3) to the start jackpot ball counter and updates it (S240-2). Then, the main CPU 110a determines whether the count value (U1) of the first special symbol hold count counter that counts the first special symbol hold number (U1) is less than 4 (S240-3).
[0422] If the count value (U1) of the first special symbol hold count counter is not less than 4 (S240-3: No), the main CPU 110a ends the current first start port detection switch input process. Also, if the count value (U1) of the first special symbol hold count counter is less than 4 (S240-3: Yes), the count value (U1) is incremented by 1 and updated (S240-4).
[0423] After the execution of step S240-4, the main CPU 110a acquires a jackpot random value, and uses, as the storage destination for the data, the storage unit that has no data stored in the first to fourth storage units of the first special symbol storage area in the special symbol storage area and has the smallest number, and stores the acquired jackpot random value in the storage unit of the data storage destination (S240-5).
[0424] FIG. 63(a) is a diagram showing the special symbol storage area. As shown in FIG. 63(a), the special symbol storage area has a 0th storage unit corresponding to the variation, a first special symbol storage area corresponding to the first special symbol, and a second special symbol storage area corresponding to the second special symbol. The first special symbol storage area has a first storage unit corresponding to the first hold, a second storage unit corresponding to the second hold, a third storage unit corresponding to the third hold, and a fourth storage unit corresponding to the fourth hold. The second special symbol storage area has only a first storage unit. This is because there is no hold for the second special symbol in the gaming machine 1 of the present embodiment. As shown in FIG. 63(b), each storage unit in the special symbol hold storage unit is capable of storing a set of a jackpot random value, a special symbol random value, a reach determination random value, and a special figure variation random value.
[0425] After the execution of step S240-5, the main CPU 110a acquires a special symbol random value, and stores the acquired special symbol random value in the storage unit at the data storage destination in the first special symbol storage area (S240-6).
[0426] After the execution of step S240-6, the main CPU 110a acquires a special figure variation random value and a reach determination random value, and stores the acquired special figure variation random value and reach determination random value in the storage unit at the data storage destination in the first special symbol storage area (S240-7).
[0427] After the execution of step S240-7, the main CPU 110a performs a preliminary determination process (S240-8). In this preliminary determination process, the main CPU 110a refers to the preliminary determination table in the main ROM 110b, and based on the combination of the stored content in the game state flag storage area at the time of the execution of this step S240-8 (when the start condition is satisfied), and the jackpot random value, special symbol random value, reach determination random value, and special figure variation random value stored in the storage unit of the first special symbol storage area in steps S240-5 to S240-7, determines the winning information of the jackpot lottery triggered by the establishment of the start condition of the first special symbol this time.
[0428] FIG. 64 is a diagram showing a preliminary determination table for preliminarily determining the result of the jackpot lottery. In the preliminary determination table, combinations of jackpot random values, special symbol random values, game states (normal state, short state at low base, or short state at high base), reach determination random values, special figure variation random values, winning information, and start winning designation commands are stored.
[0429] After the execution of step S240-8, the main CPU 110a generates a start winning designation command corresponding to the winning information determined in the preliminary determination process of step S240-8, and sets this start winning designation command in the production transmission data storage area (S240-9). Then, the main CPU 110a refers to the count value (U1) of the first special symbol retention number (U1) counter, generates a special symbol retention number designation command indicating the first special symbol retention number (U1), and sets this special symbol retention number designation command in the production transmission data storage area (S240-10).
[0430] The start winning designation command and the special symbol retention number designation command set in the production transmission data storage area are transmitted to the frame control board 160 and the production control board 120 in the output control process (S920) of the timer interrupt process.
[0431] In the second start port detection switch input process, only the processes corresponding to steps S240-1 to S240-2 and steps S240-5 to S240-7 in FIG. 62 are executed. In the second start port detection switch input process, when there is an input of a detection signal from the second start port detection switch 15a, a jackpot random value, a special symbol random value, a special figure variation random value, and a reach determination random value are acquired, and these random values are stored in the first storage unit of the second special symbol storage area.
[0432] FIG. 65 is a flowchart showing the details of the specific area detection switch input process (step S260 in FIG. 61). In FIG. 65, when there is an input of a detection signal from the specific area detection switch 18a (S260-1: Yes), the main CPU 110a proceeds to step S260-2. When there is no input of a detection signal from the specific area detection switch 18a (S260-1: No), the current specific area detection switch input process is terminated.
[0433] In step S260-2, the main CPU 110a sets a specific area winning flag in the specific area winning flag storage area of the main RAM 110c. The specific area winning flag is a flag indicating that a win has occurred in the specific area 19B (V winning port). Winning in the specific area 19B (V winning port) triggers a second type of jackpot special game. In the next step S260-3, the main CPU 110a generates a specific area winning designation command and sets this specific area winning designation command in the production transmission data storage area. Then, based on the stored content in the game state flag storage area, the main CPU 110a determines the current game state (at the time of winning in the specific area 19B), stores game state information indicating the determined game state in the game state buffer (S260-4), and ends the current specific area detection switch input process.
[0434] Figure 66 is a flowchart showing the details of the special figure special power control process (step S300 in FIG. 25). In Figure 66, the main CPU 110a loads the special figure special power processing data (S301). In the next step S302, the main CPU 110a refers to the branch address from the loaded special figure special power processing data. If the special figure special power processing data = 0, the process moves to the special symbol storage determination process (step S310). If the special figure special power processing data = 1, the process moves to the special symbol variation process (step S320). If the special figure special power processing data = 2, the process moves to the special symbol stop process (step S330). If the special figure special power processing data = 3, the process moves to the jackpot game process (step S340). If the special figure special power processing data = 4, the process moves to the minor win game process (step S350). If the special figure special power processing data = 5, the process moves to the jackpot game end process (step S360).
[0435] FIG. 67 is a flowchart showing details of the special symbol memory determination process (step S310 in FIG. 66). In FIG. 67, the main CPU 110a determines whether or not the special symbol is in the variable display state (S310-1). More specifically, the main CPU 110a refers to the special symbol time counter in the main RAM 110c, and if the count value of the special symbol time counter is not 0, it determines that the special symbol is in the variable display state, and if the count value of the special symbol time counter is 0, it determines that the special symbol is not in the variable display state. When the special symbol is in the variable display state (S310-1: Yes), the main CPU 110a ends the current special symbol memory determination process. Also, when the special symbol is not in the variable display state (S310-1: No), it proceeds to step S310-2.
[0436] In step S310-2, the main CPU 110a determines whether or not data is stored in the first storage unit of the second special symbol memory area. When data is not stored in the first storage unit of the second special symbol memory area (S310-2: No), it proceeds to step S310-4. When data is stored in the first storage unit of the second special symbol memory area (S310-2: Yes), it proceeds to step S310-6.
[0437] In step S310-4, the main CPU 110a refers to the count value (U1) of the first special symbol reservation number (U1) counter in the main RAM 110c, and determines whether or not the first special symbol reservation number (U1) is 1 or more. When the first special symbol reservation number (U1) is not 1 or more (S310-4: No), it sets the customer waiting designation command in the production transmission data storage area (S318), and ends the current special symbol memory determination process.
[0438] When the first special symbol reservation number (U1) is 1 or more (S310-4: Yes), the main CPU 110a decrements and updates the count value (U1) of the first special symbol reservation number (U1) counter (S310-5).
[0439] After the execution of step S310-5, the main CPU 110a performs a memory area shift process (S310-6). In this memory area shift process, when data is stored in the first storage unit of the second special symbol storage area, the main CPU 110a writes the data into the zero-th storage unit which is the determination information storage area. When no data is stored in the first storage unit of the second special symbol storage area, the main CPU 110a shifts the data in the second to fourth storage units of the first special symbol storage area to the previous storage unit respectively, and writes the data in the first storage unit of the first special symbol storage area into the zero-th storage unit. By writing the data into this zero-th storage unit, the random number values (big win random number value, special symbol random number value, reach determination random number value, special symbol variation random number value) that have been stored in the zero-th storage unit until then are erased.
[0440] After the execution of step S310-6, the main CPU 110a generates a special symbol hold count designation command for notifying the effect control unit 120m of the first special symbol hold count (U1), sets this special symbol hold count designation command in the effect transmission data storage area (S310-7), and proceeds to step S310-8.
[0441] In step S310-8, the main CPU 110a refers to the count value (B) of the low base short count (B) counter and determines whether the low base short count (B) is 1 or more. When the low base short count (B) is 0 (S310-8: No), the process proceeds to step S310-11. When the low base short count (B) is 1 or more (S310-8: Yes), the main CPU 110a decrements the count value (B) of the low base short count (B) counter by 1 and updates it (S310-9), and determines whether the updated count value (B) has become 0 (S310-10). When the low base short count (B) is 0 (S310-10: Yes), the main CPU 110a proceeds to step S310-17. When the low base short count (B) is not 0 (S310-10: No), the process proceeds to step S311.
[0442] In step S310-11, the main CPU 110a refers to the count value (J) of the high base short count (J) counter, and determines whether the high base short count (J) is 1 or more. If the high base short count (J) is 0 (S310-11: No), the process proceeds to step S311. If the high base short count (J) is 1 or more (S310-11: Yes), the count value (J) of the high base short count (J) counter is decremented by 1 and updated (S310-12), and it is determined whether the updated count value (J) has become 0 (S310-13). When the high base short count (J) is 0 (S310-13: Yes), the main CPU 110a proceeds to step S310-17. When the high base short count (J) is not 0 (S310-13: No), the process proceeds to step S311.
[0443] In step S310-17, a normal state game state flag is set in the game state flag storage area of the main RAM 110c. Then, the process proceeds to step S311.
[0444] In step S311, the main CPU 110a performs a jackpot determination process. In the jackpot determination process, the main CPU 110a determines the lottery result (jackpot, minor win, or loss) of the jackpot lottery triggered by the establishment of the current start condition, determines the type of jackpot if it is a jackpot, generates a symbol designation command for the corresponding jackpot and sets it in the production transmission data storage area. If it is a minor win, the type of minor win is determined, a symbol designation command for the corresponding minor win is generated and set in the production transmission data storage area. If it is a loss, a symbol designation command for loss is generated and set in the production transmission data storage area.
[0445] More specifically, in this jackpot determination process, as shown in FIG. 68 (a flowchart showing the details of the jackpot determination process), the main CPU 110a determines whether or not the lottery result of the jackpot lottery triggered by the establishment of the current start condition is a jackpot (S311-1). Specifically, the main CPU 110a refers to the jackpot lottery determination table in the main ROM 110b and determines the lottery result based on the jackpot random number value stored in the 0th storage unit in step S310-6.
[0446] FIG. 69(a) is a diagram showing the jackpot lottery determination table for the first special symbol display device. FIG. 69(b) is a diagram showing the jackpot lottery determination table for the second special symbol display device. The jackpot lottery determination table stores combinations of jackpot random number values and the lottery results of the jackpot lottery (jackpot, special loss, or normal loss).
[0447] If the determination result in step S311-1 is a jackpot (S311-1: Yes), the main CPU 110a proceeds to step S311-2. If the determination result in step S311-1 is not a jackpot (S311-1: No), the main CPU 110a proceeds to step S311-5.
[0448] In step S311-2, the main CPU 110a performs jackpot symbol determination processing. In this jackpot symbol determination processing, the main CPU 110a refers to the jackpot symbol determination table in the main ROM 110b and determines the stop symbol data of the stop symbol of the variable based on the special symbol random number value stored in the 0th storage unit in step S310-6, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c. Here, the stop symbol data indicates a two-digit number corresponding to the type of the special symbol that is stopped and displayed after the variation.
[0449] FIG. 70(a) is a diagram showing a winning symbol determination table. In the winning symbol determination table, a set of a special symbol random value, a type of special symbol (type of winning), stop symbol data, and a symbol designation command is stored separately into that which is referenced when the start condition of the first special symbol in the first special symbol display device 20 is satisfied and that which is referenced when the start condition of the second special symbol in the second special symbol display device 21 is satisfied.
[0450] The symbol designation command is a command for notifying the effect control unit 120m of the type of special symbol that is stopped and displayed after going through variations.
[0451] The stop symbol data stored in the stop symbol data storage area in this step S311-2 is referenced when determining the winning symbol in the special symbol stop process, when determining the operation mode of the big winning opening in the winning game process, and when determining the game state in the winning game end process. Specifically, it will be described later.
[0452] Next, the main CPU 110a generates a symbol designation command for winning corresponding to the stop symbol data determined in step S311-2, and sets this symbol designation command in the effect transmission data storage area (S311-3).
[0453] Next, the main CPU 110a obtains the current game state (during the winning lottery) based on the stored content of the game state flag storage area, and stores game state information indicating the obtained game state in the game state buffer (S311-4).
[0454] In step S311-5, the main CPU 110a determines whether the lottery result of the winning lottery is a minor win. If the main CPU 110a determines that it is a minor win (S311-5: Yes), it proceeds to step S311-6, and if it is not a minor win (S311-5: No), it proceeds to step S311-8.
[0455] In step S311-6, the main CPU 110a performs the small hit symbol determination process. In this small hit symbol determination process, the main CPU 110a refers to the small hit symbol determination table in the main ROM 110b, and based on the special symbol random value in the 0th storage unit, determines the stop symbol data of the stop symbol of the variation, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.
[0456] Figure 70(b) is a diagram showing the small hit symbol determination table. In the small hit symbol determination table, a set of a special symbol random value, the type of special symbol (the jackpot type determined by winning in the specific area 19B), stop symbol data, and a symbol designation command is stored.
[0457] Next, the main CPU 110a generates a small hit symbol designation command corresponding to the stop symbol data determined in step S311-6, and sets this symbol designation command in the production transmission data storage area (S311-7).
[0458] In step S311-8, the main CPU 110a determines whether the lottery result of the jackpot lottery is a special loss. If the main CPU 110a is a special loss (S311-8: Yes), it proceeds to step S311-9, and if it is not a special loss (S311-8: No), it proceeds to step S311-11.
[0459] In step S311-9, the main CPU 110a performs the special loss symbol determination process. In this special loss symbol determination process, the main CPU 110a refers to the special loss symbol determination table in the main ROM 110b, and based on the special symbol random value in the 0th storage unit, determines the stop symbol data of the stop symbol of the variation, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.
[0460] FIG. 71(a) is a diagram showing a symbol determination table for special losing cases. In the symbol determination table for special losing cases, a set of special symbol random values, types of special symbols (types of special losing cases), stop symbol data, and symbol designation commands are stored.
[0461] Next, the main CPU 110a generates a symbol designation command for special losing cases corresponding to the stop symbol data determined in step S311-9, and sets this symbol designation command in the production transmission data storage area (S311-10).
[0462] In step S311-11, the main CPU 110a performs normal losing symbol determination processing. In this normal losing symbol determination processing, the main CPU 110a refers to the normal losing symbol determination table in the main ROM 110b, determines the stop symbol data of the stop symbol of the variation based on the special symbol random value in the 0th storage unit, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.
[0463] FIG. 71(b) is a diagram showing a symbol determination table for normal losing cases. In the symbol determination table for normal losing cases, a set of special symbol random values, types of special symbols (types of normal losing cases), stop symbol data, and symbol designation commands are stored.
[0464] Next, the main CPU 110a generates a symbol designation command for normal losing cases corresponding to the stop symbol data determined in step S311-11, and sets this symbol designation command in the production transmission data storage area (S311-12).
[0465] In FIG. 67, after the execution of the jackpot determination process (S311), the main CPU 110a performs a variation pattern determination process (S312). In the variation pattern determination process, the main CPU 110a refers to the variation pattern determination table for the special symbol in the main ROM 110b, and based on the lottery result (jackpot, special loss, or normal loss) of the jackpot lottery in step S311, the stored content of the game flag storage area at the time of execution of this step S312, the updated hold count (U1) in step S310-5, the jackpot random number value stored in the 0th storage unit in step S310-6, the reach determination random number value, and the combination of the special symbol variation random number values, determines the variation pattern of the variation.
[0466] There are two types of variation pattern determination tables for special symbols: one for reference during the variation of the first special symbol and one for reference during the variation of the second special symbol. FIG. 72 is a diagram showing the variation pattern determination table for reference during the variation of the first special symbol. FIG. 73 is a diagram showing the variation pattern determination table for reference during the variation of the second special symbol.
[0467] The variation pattern determination table for special symbols stores a combination of the type of special symbol (type of jackpot), game state, hold count, reach determination random number value, special symbol variation random number value, type of variation pattern of the special symbol, variation time, and variation start command.
[0468] In the variation pattern determination table for special symbols, when the result of the jackpot lottery is a jackpot, a variation pattern with a long variation time is more likely to be selected. Conversely, in the variation pattern determination table for special symbols, when the result of the jackpot lottery is a loss, a variation pattern with a short variation time is more likely to be selected.
[0469] For example, in the variable pattern determination table of the first special symbol shown in FIG. 72, the options for the variable pattern corresponding to special symbol 01 (A per 10R of the first type) include variable patterns 12, 13, 14, and 15. The variable time of variable pattern 12 is T12 (for example, T12 = 20000 ms). The variable time of variable pattern 13 is T13 (T13 = 30000 ms). The variable time of variable pattern 14 is T14 (T14 = 40000 ms). The variable time of variable pattern 15 is T15 (T15 = 60000 ms). The relationship of the selection rates of variable patterns 12, 13, 14, and 15 is variable pattern 12 < variable pattern 13 < variable pattern 14 < variable pattern 15.
[0470] In the variable pattern determination table of the first special symbol shown in FIG. 72, the options for the variable pattern corresponding to special symbol 02 (B per 2R of the first type) include variable patterns 22, 23, 24, and 25. The variable time of variable pattern 22 is T12 (20000 ms). The variable time of variable pattern 23 is T13 (30000 ms). The variable time of variable pattern 24 is T14 (40000 ms). The variable time of variable pattern 25 is T15 (60000 ms). The relationship of the selection rates of variable patterns 22, 23, 24, and 25 is variable pattern 22 < variable pattern 23 < variable pattern 24 < variable pattern 25.
[0471] In the variable pattern determination table of the first special symbol shown in FIG. 72, the options for the variable pattern corresponding to special symbol 03 (C per 2R of the first type) include variable patterns 32, 33, 34, and 35. The variable time of variable pattern 32 is T12 (20000 ms). The variable time of variable pattern 33 is T13 (30000 ms). The variable time of variable pattern 34 is T14 (40000 ms). The variable time of variable pattern 35 is T15 (60000 ms). The relationship of the selection rates of variable patterns 32, 33, 34, and 35 is variable pattern 32 < variable pattern 33 < variable pattern 34 < variable pattern 35.
[0472] In the variation pattern determination table of the first special symbol shown in FIG. 72, the options for the variation patterns corresponding to special symbols 09, 0A, 0B, 0C (special losing combinations) are variation patterns 81, 82, 83, and 84. The variation time of variation patterns 81, 82, 83, and 84 is T11 (18000 ms).
[0473] In the variation pattern determination table of the first special symbol shown in FIG. 72, for the combination of special symbol 20 (ordinary losing combination), hold count 0 to 2, and no reach (reach determination random value is "0 to 69"), the option for the variation pattern is variation pattern 89. The variation time of variation pattern 89 is T9 (for example, T9 = 6000 ms).
[0474] In the variation pattern determination table of the first special symbol shown in FIG. 72, for the combination of special symbol 20 (ordinary losing combination), hold count 0 to 2, and reach (reach determination random value is "70 to 99"), the options for the variation pattern are variation patterns 90, 91, 92, 93, 94, and 95. The variation time of variation pattern 90 is T10 (for example, T10 = 10000 ms). The variation time of variation pattern 91 is the same length T11 (18000 ms) as that of variation pattern 11. The variation time of variation pattern 92 is the same length T12 (20000 ms) as that of variation pattern 12. The variation time of variation pattern 93 is the same length T13 (30000 ms) as that of variation pattern 13. The variation time of variation pattern 94 is the same length T14 (40000 ms) as that of variation pattern 14. The variation time of variation pattern 95 is the same length T15 (60000 ms) as that of variation pattern 15. The magnitude relationship of the selection rates of variation patterns 90, 91, 92, 93, 94, and 95 is variation pattern 90 > variation pattern 91 > variation pattern 92 > variation pattern 93 > variation pattern 94 > variation pattern 95.
[0475] Here, when comparing the variation pattern determination table of the special symbols in FIGS. 72 and 73 with the pre-determination table (FIG. 64) shown above, in the pre-determination table, it is possible to search for the corresponding data in the table without referring to the number of holds (U1) of the variation of the first special symbol. In contrast, in the variation pattern determination table, when the lottery result of the big win lottery is a loss, it is impossible to search for the corresponding data in the table without referring to the number of holds (U1) of the variation of the first special symbol. For this reason, in the pre-determination table, although it is possible to determine the type of the subsequent performance after the reach effect, it is impossible to distinguish between "normal variation" and "shortened variation".
[0476] In FIG. 67, the main CPU 110a generates a variation start command corresponding to the variation pattern determined in step S312, and sets this variation start command in the production transmission data storage area (S313).
[0477] Next, the main CPU 110a obtains the current gaming state based on the stored content of the gaming state flag storage area, generates a gaming state designation command corresponding to the obtained gaming state, and sets this gaming state designation command in the production transmission data storage area (S314).
[0478] Next, the main CPU 110a performs a process for starting the variation display of the special symbol (S315). Specifically, the main CPU 110a sets variation display data for causing the first special symbol display device 20 or the second special symbol display device 21 to perform a variation display (flashing of the LED) in a predetermined processing area. When the variation display data is set in the predetermined processing area, the data for turning on or off the LED is created in step S910, and the created data is output in the output control process of step S920, whereby the variation display of the first special symbol display device 20 or the second special symbol display device 21 is performed.
[0479] Next, the main CPU 110a sets the variation time based on the variation pattern determined in step S312 in the special symbol time counter (S316). The special symbol time counter is decremented every 4 milliseconds in step S110.
[0480] Next, the main CPU 110a sets the special drawing special power processing data = 1 (S317) and ends the current special symbol storage determination process.
[0481] Here, when 1 is set in the special drawing special power processing data, in the subsequent special drawing special power control process, the process proceeds to the special symbol variation process in step S302, and the special symbol variation process is performed.
[0482] FIG. 74 is a flowchart showing details of the special symbol variation process (step S320 in FIG. 66). In FIG. 74, the main CPU 110a determines whether or not the variation time of the special symbol has elapsed (S320-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S316, and determines that the variation time of the special symbol has elapsed if the count value of the special symbol time counter is 0, and determines that the variation time of the special symbol has not yet elapsed if the count value of the special symbol time counter is not 0. When the main CPU 110a determines that the variation time of the special symbol has elapsed (S320-1: Yes), it proceeds to step S320-2, and when it determines that the variation time of the special symbol has not elapsed (S320-1: No), it ends the current special symbol variation process and executes the next subroutine.
[0483] In step S320-2, the main CPU 110a performs processing to stop the variable display of the special symbol. Specifically, the main CPU 110a clears the variable display data set in step S315, and sets, in a predetermined processing area, stop symbol data for causing the special symbol set in step S311-2, S311-6, S311-9, or S311-11 to be stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21 (S320-2). Thereby, the special symbol is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21.
[0484] Next, the main CPU 110a sets a symbol determination command in the production transmission data storage area (S320-3).
[0485] Next, the main CPU 110a sets a symbol stop time (0.5 seconds = 125 counters) in the special symbol time counter (S320-4). The special symbol time counter is decremented every 4 milliseconds in step S110.
[0486] Next, the main CPU 110a sets 2 in the special symbol special power processing data (S320-5), and ends the current special symbol variable processing.
[0487] Here, when 2 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, the processing shifts to the special symbol stop processing in step S302, and the special symbol stop processing is performed.
[0488] FIG. 75 is a flowchart showing details of the special symbol stop process (step S330 in FIG. 66). In FIG. 75, the main CPU 110a determines whether or not the stop time of the special symbol has elapsed (S330-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S320-4, and determines that the stop time of the special symbol has elapsed if the count value of the special symbol time counter is 0, and determines that the stop time of the special symbol has not yet elapsed if the count value of the special symbol time counter is not 0. If the main CPU 110a determines that the stop time of the special symbol has elapsed (S330-1: Yes), it proceeds to step S330-2, and if it determines that the stop time of the special symbol has not elapsed (S330-1: No), it proceeds to step S330-23.
[0489] In step S330-3, the main CPU 110a determines whether or not the stop symbol data in the stop symbol data storage area is a jackpot. If the stop symbol data in the stop symbol data storage area is a jackpot (S330-3: Yes), it proceeds to step S330-4, and if it is not a jackpot (S330-3: No), it proceeds to step S330-11.
[0490] In step S330-4, the main CPU 110a sets a normal state game state flag in the game state flag storage area of the main RAM 110c.
[0491] In the next step S330-5, the main CPU 110a resets the low base short count (B) counter and the high base short count (J) counter in the main RAM 110c. In the next step S330-6, the main CPU 110a resets the variation count (L) counter in the main RAM 110c.
[0492] In the next step S330-7, the main CPU 110a performs the first type jackpot game preparation process. In the first type jackpot game preparation process, the main CPU 110a refers to the first type jackpot special game control table in the main ROM 110b, and determines the first type jackpot big winning opening / closing control table to be referred to based on the stop symbol data in the stop symbol data storage area.
[0493] FIG. 76(a) is a diagram showing the first type jackpot special game control table. FIG. 77(a) is a diagram showing the first type jackpot big winning opening / closing control table.
[0494] In the first type jackpot special game control table, a set of stop symbol data, opening time, opening designation command, table number of the first type jackpot big winning opening / closing control table, ending time, and symbol designation command is stored for each type of jackpot. Here, the table numbers of the first type 10R jackpot A and the first type 10R jackpot F big winning opening / closing control tables are "01", and the table numbers of the first type 2R jackpot B, the first type 2R jackpot C, and the first type 2R jackpot G big winning opening / closing control tables are "02". In the big winning opening / closing control table for each table number, data indicating the opening time and closing time of each round and the type of big winning opening to be opened is stored.
[0495] The main CPU 110a generates an opening designation command corresponding to the type of jackpot, and sets this opening designation command in the effect transmission data storage area (S330-8).
[0496] Next, the main CPU 110a determines the start interval time corresponding to the type of jackpot, sets this start interval time in the special symbol time counter (S330-9), and proceeds to step S330-10.
[0497] In step S330-10, the main CPU 110a sets 3 in the special symbol special power processing data. Then, it proceeds to step S330-23.
[0498] In step S330-11, the main CPU 110a determines whether the stop symbol data in the stop symbol data storage area is a winning combination. If the stop symbol data in the stop symbol data storage area is a winning combination (S330-11: Yes), the process proceeds to step S330-12; if it is not a winning combination (S330-11: No), the process proceeds to step S330-16.
[0499] In step S330-12, the main CPU 110a performs a winning combination preparation process. In the winning combination preparation process, the main CPU 110a determines the winning combination large winning opening / closing control table to be referenced in the main ROM 110b.
[0500] FIG. 78 is a diagram showing the winning combination large winning opening / closing control table. The winning combination large winning opening / closing control table stores data indicating the opening time and closing time of 10 operations within 1 round, and the type of large winning opening to be opened.
[0501] Based on the winning combination large winning opening / closing control table determined in step S330-12, the main CPU 110a generates a winning combination opening designation command and sets this opening designation command in the effect transmission data storage area (S330-13).
[0502] Based on the winning combination large winning opening / closing control table determined in step S330-12, the main CPU 110a determines the winning combination start interval time, sets this start interval time in the special symbol time counter (S330-14), and proceeds to step S330-15.
[0503] In the next step S330-15, the main CPU 110a sets 4 in the special symbol special power processing data. Then, the process proceeds to step S330-23.
[0504] In step S330-16, the main CPU 110a determines whether the stop symbol data in the stop symbol data storage area is a special loss. If the stop symbol data in the stop symbol data storage area is a special loss (S330-16: Yes), the main CPU 110a proceeds to step S330-17. If it is a normal loss (S330-16: No), the main CPU 110a proceeds to step S330-21.
[0505] In step S330-17, the main CPU 110a determines whether the count value (L) of the variation count (L) counter in the main RAM 110c has reached the specified number of times, which is 900 times. If the variation count (L) has reached the specified number of times (S330-17: Yes), the main CPU 110a proceeds to step S330-18. If the variation count (L) has not reached the specified number of times (S330-17: No), the main CPU 110a proceeds to step S330-21.
[0506] In step S330-18, the main CPU 110a resets the variation count (L) counter in the main RAM 110c.
[0507] In the next step S330-19, the main CPU 110a performs game state setting processing. In this game state setting processing, the main CPU 110a refers to the special loss symbol stop setting table in the main ROM 110b and determines the game state at the stop of the special loss symbol based on the stop symbol data and the stored content in the game state flag storage area.
[0508] FIG. 79 is a diagram showing a special loss symbol stop setting table. In the special loss symbol stop setting table, a set of data including stop symbol data, data indicating the game state before the stop of the special loss symbol, data indicating the game state at the stop of the special loss symbol, data indicating the short number of times (B) at the low base, and data indicating the short number of times (J) at the high base is stored.
[0509] Specifically explaining the game state setting process in step S330-19, when the stop symbol data is "09", if the game state flag in the game state flag storage area is in the normal state, the high-base short state is set as the game state at the time of the special losing symbol stop. If it is in the low-base short state or the high-base short state, the game state before the special losing symbol stop is maintained even after the symbol stop.
[0510] When the stop symbol data is "10", "11", or "12", if the game state flag in the game state flag storage area is in the normal state, the low-base short state is set as the game state at the time of the special losing symbol stop. If it is in the low-base short state or the high-base short state, the game state before the special losing symbol stop is maintained even after the symbol stop.
[0511] When the stop symbol data is "20", regardless of whether the game state flag in the game state flag storage area is in the normal state or the low-base short state, the high-base short state is set as the game state at the time of the special losing symbol stop.
[0512] In the next step S330-20, the main CPU 110a performs the remaining number setting process. In the remaining number setting process, the main CPU 110a refers to the special losing symbol stop setting table in the main ROM 110b, and based on the stop symbol data and the stored content in the game state flag storage area, determines the low-base short number of times (B) and the high-base short number of times (J) at the time of the special losing symbol stop, sets the low-base short number of times (B) in the low-base short number of times (B) counter, and sets the high-base short number of times (J) in the high-base short number of times (J) counter.
[0513] In the next step S330-21, the main CPU 110a generates a number specification command indicating the low-base short number of times (B) and the high-base short number of times (J), and sets this number specification command in the production transmission data storage area.
[0514] In the next step S330-22, the main CPU 110a sets 0 in the special drawing and special electric processing data. Then, it proceeds to step S330-23.
[0515] In step S330-23, the main CPU 110a obtains the current game state based on the stored content in the game state flag storage area, generates a game state designation command corresponding to the obtained game state, and sets this game state designation command in the production transmission data storage area. Then, it ends the current special symbol stop process.
[0516] Here, when 3 is set in the special drawing and special electric processing data, in the subsequent special drawing and special electric control process, the process transfers to the big win game process in step S302, and the big win game process is performed. When 4 is set in the special drawing and special electric processing data, in the subsequent special drawing and special electric control process, the process transfers to the small win game process in step S302, and the small win game process is performed. When 0 is set in the special drawing and special electric processing data, in the subsequent special drawing and special electric control process, the process transfers to the special symbol memory determination process in step S302, and the special symbol memory determination process is performed.
[0517] Figure 80 is a flowchart showing the details of the big win game process (step S340 in FIG. 66). In FIG. 80, the main CPU 110a determines whether it is currently during the opening (S340-1). Specifically, the main CPU 110a refers to the count value (R) of the round number (R) counter. If the round number (R) is 0, it determines that it is during the opening, and if the round number (R) is not 0, it determines that it is not during the opening. When the main CPU 110a is during the opening (S340-1: Yes), it proceeds to step S340-2, and when it is not during the opening (S340-1: No), it proceeds to step S340-6.
[0518] In step S340-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-9 of the special symbol stop process. If the count value of the special symbol time counter is 0, it is determined that the start interval time has elapsed. If the count value of the special symbol time counter is not 0, it is determined that the start interval time has not yet elapsed. When the main CPU 110a determines that the start interval time has elapsed (S340-2: Yes), it proceeds to step S340-3. When it determines that the start interval time has not yet elapsed (S340-2: No), it ends the current jackpot game process.
[0519] In step S340-3, the main CPU 110a performs jackpot start setting processing. In the jackpot start setting processing, the main CPU 110a updates the count value (R) of the round number (R) counter by adding 1. Here, at the time when the start interval time has elapsed, no operation has been performed yet, and the count value (R) of the round number (R) counter is 0. Therefore, the updated round number (R) in this step S340-3 becomes 1.
[0520] After the execution of step S340-3, the main CPU 110a performs big winning opening processing (S340-4). In this big winning opening processing, in order to open the first big winning opening / closing door 16b, energization data for energizing the first big winning opening / closing solenoid 16c is set. Also, the main CPU 110a refers to the big winning opening / closing control table of the reference destination, obtains the opening time of the first big winning opening 16 at the current round number (R), and sets this opening time in the special game timer counter.
[0521] After the execution of step S340-4, the main CPU 110a performs a round start command transmission determination process (S340-5). In the round start command transmission determination process, the main CPU 110a generates a round start command according to the count value (R) of the round number (R) counter, sets this round start command in the production transmission data storage area, and ends the current big win game process.
[0522] In step S340-6, the main CPU 110a determines whether it is currently in an ending. If the main CPU 110a is not in an ending (S340-6: No), it proceeds to step S340-7. If it is in an ending (S340-6: Yes), it proceeds to step S340-18.
[0523] In step S340-7, the main CPU 110a determines whether the big winning opening is closed. Specifically, when the energization data (energization data for energizing the first big winning opening closing solenoid 16c or the second big winning opening closing solenoid 17c) is not set in the predetermined area of the main RAM 110c, the main CPU 110a determines that the big winning opening is closed. When the energization data is set in the predetermined area of the main RAM 110c, the main CPU 110a determines that the big winning opening is not closed. If the main CPU 110a determines that the big winning opening is closed (S340-7: Yes), it proceeds to step S340-8. If the big winning opening is not closed (S340-7: No), it proceeds to step S340-9.
[0524] In step S340-8, the main CPU 110a determines whether or not the closing time has elapsed. Here, the closing time is set in a special game timer counter in step S340-10, which will be described later. When the main CPU 110a determines that the closing time has elapsed (S340-8: Yes), it proceeds to the big winning opening release process in step S340-4, performs the big winning opening release process and the subsequent round start command transmission determination process (S340-5), and ends the current big win game process. When the main CPU 110a determines that the closing time has not elapsed (S340-8: No), it ends the current big win game process.
[0525] In step S340-9, the main CPU 110a determines whether or not the opening end condition of the big winning opening is satisfied. Specifically, the main CPU 110a determines that the opening end condition is satisfied when the count value (C) of the big winning opening ball entry number (C) counter reaches the specified number (9) or the opening time has elapsed. Also, when the count value (C) of the big winning opening ball entry number (C) counter has not reached the specified number (9) and the opening time has not elapsed, the main CPU 110a determines that the opening end condition is not satisfied. When the main CPU 110a determines that the opening end condition is satisfied (S340-9: Yes), it proceeds to step S340-10. When it determines that the opening end condition is not satisfied (S340-9: No), it ends the current big win game process.
[0526] In step S340-10, the main CPU 110a performs the big winning opening closing process. In the big winning opening closing process, the main CPU 110a stops the energization data for energizing the first big winning opening opening / closing solenoid 16c in order to close the first big winning opening opening / closing door 16b. Also, the main CPU 110a refers to the big win big winning opening opening / closing control table and sets the closing time of the first big winning opening 16 in the special game timer counter based on the current round number (R). As a result, the first big winning opening 16 will be closed.
[0527] After the execution of step S340-10, the main CPU 110a determines whether one round of the game has ended (S340-11). Specifically, when the count value (C) of the big winning opening ball count (C) counter reaches the specified number (9), the main CPU 110a determines that one round of the game has ended. Also, when the count value (C) of the big winning opening ball count (C) counter has not reached the specified number (9), the main CPU 110a determines that one round of the game has not ended. If the main CPU 110a determines that one round of the game has ended (S340-11: Yes), it proceeds to step S340-12. If it determines that one round of the game has not ended (S340-11: No), it ends the current jackpot game process.
[0528] In step S340-12, the main CPU 110a performs round data initial setting processing. In the round data initial setting processing, the main CPU 110a resets the round number (R) counter.
[0529] After the execution of step S340-12, the main CPU 110a determines whether the count value (R) of the round number (R) counter has reached the maximum value (specifically, the number of the final round in the big winning opening control table) (S340-13).
[0530] If it determines that the round number (R) has not reached the maximum value (S340-13: No), the main CPU 110a increments the count value (R) of the round number (R) counter by 1 and updates it (S340-14), and ends the current jackpot game process.
[0531] If it determines that the round number (R) has reached the maximum value (S340-13: Yes), the main CPU 110a resets the round number (R) counter (S340-15).
[0532] After the execution of step S340-15, the main CPU 110a refers to the jackpot special winning opening / closing control table, generates an ending designation command according to the type of jackpot, and sets this ending designation command in the production transmission data storage area (S340-16).
[0533] After the execution of step S340-16, the main CPU 110a determines an ending interval time according to the type of jackpot, and sets this ending interval time in the special game timer counter (S340-17).
[0534] After the execution of step S340-17, or when it is determined in step S340-6 that it is in the ending (S340-6: Yes), the main CPU 110a determines whether the ending interval time has elapsed (S340-18). Specifically, the main CPU 110a refers to the special game timer counter set in step S340-17, and determines that the ending interval time has elapsed if the count value of the special game timer counter is 0, and determines that the ending interval time has not yet elapsed if the count value of the special game timer counter is not 0. If the main CPU 110a determines that the ending interval time has not yet elapsed (S340-18: No), it ends the current jackpot game process.
[0535] If the main CPU 110a determines that the ending interval time has elapsed (S340-18: Yes), it sets 5 in the special drawing special electric processing data (S340-19), and ends the current jackpot game process.
[0536] Here, when 5 is set in the special drawing special electric processing data, in the subsequent special drawing special electric control process, the process moves to the jackpot game end process in step S302, and the jackpot game end process is performed.
[0537] FIG. 81 is a flowchart showing details of the small hit game process (step S350 in FIG. 66). In FIG. 81, the main CPU 110a determines whether it is currently during the opening (S350-1). If it is during the opening (S350-1: Yes), the main CPU 110a proceeds to step S350-2, and if it is not during the opening (S350-1: No), the main CPU 110a proceeds to step S350-5.
[0538] In step S350-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-14 of the special symbol stop process. If the count value of the special symbol time counter is 0, it is determined that the start interval time has elapsed, and if the count value of the special symbol time counter is not 0, it is determined that the start interval time has not yet elapsed. If the main CPU 110a determines that the start interval time has elapsed (S350-2: Yes), the main CPU 110a proceeds to step S350-3, and if it determines that the start interval time has not yet elapsed (S350-2: No), the current small hit game process ends.
[0539] In step S350-3, the main CPU 110a performs the big winning opening process. In this big winning opening process, first, the count value (K) of the main RAM 110c special power operation number (K) counter is updated by adding 1. Then, in order to open the second big winning opening / closing door 17b, energization data for energizing the second big winning opening / closing solenoid 17c is set. Also, the main CPU 110a refers to the small hit game big winning opening / closing control table, obtains the opening time of the second big winning opening 17 at the current special power operation number (K), and sets this opening time in the special game timer counter.
[0540] In step S350-4, the main CPU 110a performs the specific winning opening / closing control process. In this specific winning opening / closing control process, the main CPU 110a performs energization control of the specific area opening / closing solenoid 18d based on the specific area opening / closing control table in the small hit game specific area of the main ROM 110b.
[0541] FIG. 82 is a diagram showing a specific area opening / closing control table for a small hit game. In the specific area opening / closing control table for a small hit game, a set of data indicating the elapsed time since the opening of the second large winning opening 17, data indicating the opening time of the specific area 19B, and data indicating the closing time of the specific area 19B are stored.
[0542] In step S350-5, the main CPU 110a determines whether the specific area winning flag is set. When the specific area winning flag is set (S350-5: Yes), the main CPU 110a proceeds to step S351. When the specific area winning flag is not set (S350-5: No), the main CPU 110a proceeds to step S350-6.
[0543] In step S351, the main CPU 110a performs a second type big hit game transition process. The details of the second type big hit game transition process will be described later.
[0544] In step S350-6, the main CPU 110a determines whether it is currently in an ending. When it is in an ending (S350-6: Yes), the main CPU 110a proceeds to step S350-14. When it is not in an ending (S350-6: No), the main CPU 110a proceeds to step S350-7.
[0545] In step S350-7, the main CPU 110a determines whether the second large winning opening 17 is open. When the second large winning opening 17 is not open (S350-7: No), the main CPU 110a proceeds to step S350-8. When the second large winning opening 17 is open (S350-7: Yes), the main CPU 110a proceeds to step S350-9.
[0546] In step S350-8, the main CPU 110a determines whether the closing time has elapsed. Here, the closing time is set in a special game timer counter in step S350-10 described later. When the main CPU 110a determines that the closing time ...
Claims
Claim 1 main control means for controlling the progress of a game involving the provision of virtual game media; receives a transfer signal of the number of virtual game media corresponding to the information of the connected card unit, stores it in a memory, and performs processing related to subtraction and addition of the number of virtual game media available for the game according to the progress of the game. When a count button is operated, a transfer signal of a predetermined number of virtual game media in the memory is transmitted to the card unit; virtual game media number control means; light emitting means; and comprising; A gaming machine, characterized in that when the number of virtual game media available for the game in the memory is equal to or more than a predetermined number, the light emission mode of the light emitting means is changed according to the elapsed time since the player interrupted the game.
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