Game machine
The gaming machine improves visibility of performance patterns by superimposing variable displays on a background that can be temporarily obscured, addressing the visibility issues in conventional machines and enhancing player recognition of lottery results.
Patent Information
- Application Number
- JP2024065579
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-15
- Publication Date
- 2025-10-27
AI Technical Summary
Conventional gaming machines suffer from reduced visibility of performance patterns due to overlapping images on the performance display unit, making it difficult for players to recognize the results of big prize lotteries.
The gaming machine incorporates a performance control mechanism that superimposes variable performance patterns on a background display, which can be temporarily obscured before the next performance, and includes long-term and short-term modes to manage visibility effectively.
This approach enhances the visibility of effect symbols on the display unit, allowing players to better recognize lottery results and increasing engagement.
Smart Images

Figure 2025162339000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there is known a gaming machine in which a big prize lottery is held based on the entry of a gaming ball into a starting hole, and if a jackpot is won in this big prize lottery, a big prize opening is opened. In such a gaming machine, variable information is determined based on the result of the big prize lottery, and a variable presentation that suggests the probability of winning a jackpot is executed based on the variable information (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-69678 Summary of the Invention [Problem to be solved by the invention]
[0004] In conventional gaming machines such as those described above, the visibility of the performance patterns displayed on the performance display unit is reduced due to the various images displayed on the performance display unit, and there is a risk that the player will not be able to properly recognize the results of the big role lottery.
[0005] The present invention aims to provide a gaming machine that can appropriately control the visibility of the effect symbols displayed on the effect display unit. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine of the present invention comprises: A starting area is provided in the game area where the game ball flows down and into which the game ball can enter; A lottery means for determining by lottery a lottery result indicating whether or not an advantageous game in which a big prize opening provided in the game area is opened can be executed on the condition that a game ball has entered the starting area; an advantageous game execution means for executing the advantageous game when the lottery result for executing the advantageous game is determined by the lottery means; A performance control means for determining the execution content of a variable performance including a variable display of a plurality of types of performance symbols for notifying the lottery result; A performance display means for displaying the variable performance in a performance display unit; Equipped with The performance display means In the variable performance, the variable display of the performance pattern can be displayed on the performance display unit by superimposing it on the background display, In the variable performance, before a predetermined timing at which the variable display of the performance pattern ends, a background special display that reduces the visibility of the background display can be displayed on the performance display unit, The background special display can be cancelled at the start of the next variable performance of the variable performance in which the background special display is displayed or at a predetermined timing after the start of the next variable performance.
[0007] In addition, the variable performance includes a long-term mode in which the execution time is relatively long, and a short-term mode in which the execution time is relatively short, The performance display means If the next variable performance is the short-time mode, it is possible not to cancel the background special display. [Effects of the Invention]
[0008] According to the present invention, it is possible to appropriately control the visibility of the effect patterns displayed on the effect display unit. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is an oblique view of the gaming machine showing the door in an open state according to the present embodiment. FIG. [Figure 2] FIG. 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 3] 1 is a block diagram of a gaming machine according to an embodiment of the present invention. [Figure 4] 1 is an address map of a memory area used by a main CPU according to the present embodiment. [Figure 5] This is a diagram explaining the random number judgment table for determining a jackpot when the probability is low in this embodiment. [Figure 6] This is a diagram explaining the random number judgment table for determining a high probability jackpot in this embodiment. [Figure 7] 10 is a diagram illustrating a winning symbol random number determination table according to the present embodiment. FIG. [Figure 8] 10 is a diagram illustrating a reach group determination random number determination table according to the present embodiment. FIG. [Figure 9] FIG. 10 is a diagram illustrating each table for determining variable information according to the present embodiment. [Figure 10] FIG. 10 is a diagram illustrating a variable time determination table according to the present embodiment. [Figure 11] FIG. 10 is a diagram illustrating a special electric accessory activation ram set table according to this embodiment. [Figure 12] 10 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game according to this embodiment. FIG. [Figure 13] 10 is a diagram illustrating a winning determination random number judgment table according to the present embodiment. FIG. [Figure 14] 10A is a diagram illustrating a normal symbol fluctuation time data table according to this embodiment, and FIG. 10B is a diagram illustrating an opening / closing control pattern table according to this embodiment. [Figure 15] 10 is a diagram illustrating a gaming machine status flag according to the present embodiment. FIG. [Figure 16] 10 is a first flowchart illustrating a CPU initialization process in the main control board according to the present embodiment. [Figure 17] 10 is a second flowchart illustrating the CPU initialization process in the main control board according to the present embodiment. [Figure 18]10 is a flowchart illustrating a sub-command group set process in the main control board according to the present embodiment. [Figure 19] 10 is a flowchart illustrating a power-off evacuation process in the main control board according to the present embodiment. [Figure 20] 10 is a flowchart illustrating a timer interrupt process in the main control board according to the present embodiment. [Figure 21] 10 is a flowchart illustrating setting-related processing in a main control board according to the present embodiment. [Figure 22] 10 is a flowchart illustrating a switch management process in the main control board according to the embodiment. [Figure 23] 10 is a flowchart illustrating gate passage processing in the main control board according to the present embodiment. [Figure 24] 10 is a flowchart illustrating the first starting port passing process in the main control board according to this embodiment. [Figure 25] 10 is a flowchart illustrating the second starting port passing process in the main control board according to this embodiment. [Figure 26] 10 is a flowchart illustrating the special pattern random number acquisition process in the main control board according to this embodiment. [Figure 27] 10 is a flowchart illustrating the acquisition time performance determination process in the main control board according to the present embodiment. [Figure 28] 10 is a diagram illustrating a special game management phase according to the present embodiment. FIG. [Figure 29] 10 is a flowchart illustrating the special game management process in the main control board according to the present embodiment. [Figure 30] 10 is a flowchart illustrating the special symbol change waiting process in the main control board according to this embodiment. [Figure 31] 10 is a flowchart illustrating the special symbol winning determination process in the main control board according to this embodiment. [Figure 32] 10 is a flowchart illustrating the special pattern variable number determination process in the main control board according to this embodiment. [Figure 33] This is a flowchart explaining the processing during special pattern fluctuation in the main control board according to this embodiment. [Figure 34] 10 is a flowchart illustrating the special symbol stop symbol display processing in the main control board according to the present embodiment. [Figure 35] 10 is a flowchart illustrating a variable state update process in the main control board according to the present embodiment. [Figure 36] This is a flowchart explaining the processing before opening the large prize opening on the main control board in this embodiment. [Figure 37] This is a flowchart explaining the large prize opening / closing switching process in the main control board according to this embodiment. [Figure 38] This is a flowchart explaining the large prize opening control process on the main control board according to this embodiment. [Figure 39] This is a flowchart explaining the large prize opening closure validity processing in the main control board according to this embodiment. [Figure 40] This is a flowchart explaining the large prize opening end wait processing in the main control board according to this embodiment. [Figure 41] FIG. 10 is a diagram illustrating the normal game management phase according to this embodiment. [Figure 42] 10 is a flowchart illustrating the normal game management processing in the main control board according to this embodiment. [Figure 43] This is a flowchart explaining the normal pattern change waiting process in the main control board according to this embodiment. [Figure 44] This is a flowchart explaining the processing during normal pattern fluctuation in the main control board according to this embodiment. [Figure 45] 10 is a flowchart illustrating the normal symbol stop symbol display processing in the main control board according to this embodiment. [Figure 46] This is a flowchart explaining the pre-opening processing of the normal electric device winning slot on the main control board in this embodiment. [Figure 47]This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board in this embodiment. [Figure 48] This is a flowchart explaining the control process for opening the winning opening of a normal electric device on the main control board in this embodiment. [Figure 49] This is a flowchart explaining the normal electric device winning opening closure validity processing on the main control board in this embodiment. [Figure 50] This is a flowchart explaining the normal electric role winning slot end wait processing in the main control board in this embodiment. [Figure 51] 10A and 10B are diagrams illustrating an example of a presentation stage in a normal game state according to the present embodiment. [Figure 52] A figure explaining the presentation patterns in normal game mode according to this embodiment. [Figure 53] This is a diagram explaining the details of the performance patterns in the first to third stages in this embodiment. [Figure 54] FIG. 10 is a diagram illustrating a display priority order according to the embodiment. [Figure 55] This is the first diagram illustrating an example of a variation presentation of a no-reach variation pattern in the first stage in this embodiment. [Figure 56] This is the second figure explaining an example of a change presentation of a no-reach change pattern in the first stage in this embodiment. [Figure 57] This is the third figure explaining an example of a change presentation of a no-reach change pattern in the first stage in this embodiment. [Figure 58] This is the first diagram illustrating an example of a variation presentation of a no-reach variation pattern in the third stage in this embodiment. [Figure 59] This is the second figure explaining an example of a change presentation of a no-reach change pattern in the third stage in this embodiment. [Figure 60] FIG. 10 is a diagram illustrating an example of a variation effect of a normal reach variation pattern in the first stage according to this embodiment. [Figure 61]This is a diagram illustrating an example of the change presentation of the development reach change pattern when a miss occurs in the first stage in this embodiment. [Figure 62] FIG. 10 is a diagram illustrating an example of the pseudo-continuous reach fluctuation pattern fluctuation presentation in the first stage according to this embodiment. [Figure 63] FIG. 10 is a diagram illustrating a variable performance determination table according to the present embodiment. [Figure 64] A figure explaining an example of a preview performance related to this embodiment. [Figure 65] 10 is a diagram illustrating a preview performance determination table according to the present embodiment. FIG. [Figure 66] This is a diagram that explains what happens when a preview performance is executed when the performance pattern in this embodiment becomes a reach state. [Figure 67] FIG. 10 is a first diagram illustrating an example of a stage change effect according to the present embodiment. [Figure 68] FIG. 2 is a second diagram illustrating an example of a stage change effect according to the present embodiment. [Figure 69] 10A and 10B are diagrams illustrating an example of a presentation in a customer waiting state according to the present embodiment. [Figure 70] 10A and 10B are diagrams illustrating an example of a presentation when power is restored according to the present embodiment. [Figure 71] (a) is a diagram illustrating an example of a presentation stage other than the normal game state according to this embodiment, and (b) is a diagram illustrating an example of a presentation pattern in the normal game state according to this embodiment. [Figure 72] A figure explaining an example of a variable effect in the fourth stage according to this embodiment. [Figure 73] 10 is a flowchart illustrating a sub-CPU initialization process in the sub-control board according to the present embodiment. [Figure 74] 10 is a flowchart illustrating a sub-timer interrupt process in the sub-control board according to the present embodiment. [Figure 75] 10 is a flowchart illustrating a variable command reception process in the sub-control board according to the present embodiment. [Figure 76]10 is a flowchart illustrating the customer waiting designation command reception processing in the sub-control board according to this embodiment. [Figure 77] 10 is a flowchart illustrating a power restoration designation command reception process in the sub-control board according to the present embodiment. [Figure 78] 10 is a flowchart illustrating a time schedule management process in the sub-control board according to the present embodiment. [Figure 79] FIG. 10 is a diagram illustrating a menu display according to a modified example. [Figure 80] A figure explaining the action when the performance pattern stops in a modified example. [Figure 81] FIG. 10 is a diagram illustrating a high reliability performance stage according to a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0010] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in these embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0011] To facilitate understanding of the embodiment of the present invention, the mechanical configuration, electrical configuration, and specific processing on each board of the gaming machine according to this embodiment will be described.
[0012] 1 is a perspective view of a gaming machine 100 according to this embodiment, showing the door in an open state. As shown in the figure, the gaming machine 100 includes an outer frame 102 having four sides arranged in a substantially rectangular shape to form an enclosed space, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be able to open and close freely, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be able to open and close freely.
[0013] The middle frame 104, like the outer frame 102, has four sides arranged in a substantially rectangular shape to form an enclosed space, and a game board 108 is held in this enclosed space. A glass or resin transparent plate 110 is held in the front frame 106. When the middle frame 104 and the front frame 106 are closed against the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially parallel, maintaining a predetermined distance between them, and the game board 108 can be seen through the transparent plate 110 from the front side of the gaming machine 100.
[0014] 2 is a front view of the gaming machine 100 according to this embodiment. As shown in this figure, an operating handle 112 that protrudes from the front side of the gaming machine 100 is provided at the bottom of the front frame 106. This operating handle 112 is provided so that it can be rotated by a player, and when the player rotates the operating handle 112 to perform a firing operation, a gaming ball is fired by a firing mechanism (not shown) with a strength that corresponds to the rotation angle of the operating handle 112. The gaming ball thus fired rises between rails 114a and 114b provided on the gaming board 108 and is guided to a playing area 116.
[0015] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area where the play balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills, and the play balls guided into the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.
[0016] The play area 116 includes a first play area 116a and a second play area 116b, which have different degrees of entry of game balls depending on the launch strength of the launch mechanism. The first play area 116a is located on the left side of the play area 116 as seen by a player facing the gaming machine 100, and the second play area 116b is located on the right side of the play area 116 as seen by a player facing the gaming machine 100. Because the rails 114a and 114b are on the left side of the play area 116, game balls launched by the launch mechanism with a launch strength less than a predetermined strength will enter the first play area 116a, and game balls launched with a launch strength equal to or greater than the predetermined strength will enter the second play area 116b.
[0017] The gaming area 116 is also provided with a general prize opening 118, a first start opening 120, and a second start opening 122 through which game balls can enter, and when a game ball enters the general prize opening 118, the first start opening 120, or the second start opening 122, a predetermined prize ball is paid out to the player. The number of prize balls may be any number greater than or equal to one, and the number of prize balls paid out for the general prize opening 118, the first start opening 120, and the second start opening 122 may be different or the same number of prize balls. In this case, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.
[0018] As will be described in detail later, a first starting area is provided within the first starting hole 120, and a second starting area is provided within the second starting hole 122. When a gaming ball enters the first starting hole 120 or the second starting hole 122 and enters the first starting area or the second starting area, a lottery is held to determine one of a plurality of pre-defined special symbols. Each special symbol is associated with various gaming benefits, such as whether or not a player can execute a major or minor winning game advantageous to the player, and the type of gaming state the player will be in after that. Therefore, when a gaming ball enters the first starting hole 120 or the second starting hole 122, the player not only acquires a predetermined prize ball, but also has the opportunity to acquire the right to receive various gaming benefits.
[0019] The first starting port 120 is located at the bottom of the game area 116 and is either capable of receiving only game balls flowing down the first game area 116a, or is located at a position where game balls that have entered the first game area 116a can enter more easily than game balls that have entered the second game area 116b.
[0020] The second starting opening 122 is located in the second game area 116b, and is either capable of receiving only game balls flowing down the second game area 116b, or is positioned so that game balls that have entered the second game area 116b can enter more easily than game balls that have entered the first game area 116a. The second starting opening 122 is configured as a variable starting opening (variable starting winning device) having a movable piece 122b, and the ease with which game balls can enter the second starting opening 122 can be varied.
[0021] Specifically, second start opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in a closed state, it is impossible or difficult for game balls to enter second start opening 122. Note that the specific configuration of second start opening 122 is not particularly limited, but here, movable piece 122b is recessed into the back side of game board 108 in the closed state, and protrudes into the front side of game board 108 in the open state. In the closed state with movable piece 122b recessed, second start opening 122 is closed, and game balls flow down the front side of second start opening 122.
[0022] In contrast, when a gaming ball passes through gates 124 provided in the first gaming area 116a and the second gaming area 116b, or when a gaming ball enters the normal symbol operating port 125 provided in the second gaming area 116b, it is determined whether or not to execute an auxiliary game in which the second starting port 122 is opened, and if it is determined that an auxiliary game will be executed, the auxiliary game is executed in which the second starting port 122 is controlled to open and close. More specifically, on the condition that a gaming ball has passed through the gate 124 or entered the normal symbol operating port 125, a lottery for a normal symbol, which will be described later, is held, and if a winning symbol is selected in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.
[0023] In the open state in which the movable piece 122b protrudes, game balls flowing down the front side of the second starting opening 122 fall onto the movable piece 122b. The game balls that fall onto the movable piece 122b are guided by the movable piece 122b and led to the second starting opening 122. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray that leads the game balls to the second starting opening 122, making it easier for the game balls to enter the second starting opening 122.
[0024] Furthermore, a first large prize opening 126 and a second large prize opening 128 are provided at the bottom of the gaming area 116. The first large prize opening 126 and the second large prize opening 128 are positioned so that at least gaming balls flowing down the second gaming area 116b can enter them. An opening / closing door 126b is provided at the first large prize opening 126 so that the opening / closing door 126b can open and close. Normally, the opening / closing door 126b closes the first large prize opening 126, preventing gaming balls from entering the first large prize opening 126. In contrast, when the aforementioned small prize game is executed, the opening / closing door 126b opens and functions as a tray, allowing gaming balls to enter the first large prize opening 126. When a gaming ball enters the first large prize opening 126, a predetermined number of prize balls are paid out to the player.
[0025] Furthermore, the second large prize opening 128 is provided with an openable / closable door 128b, and normally the openable / closable door 128b closes the second large prize opening 128, preventing game balls from entering the second large prize opening 128. In contrast, when the aforementioned big prize game is executed, the openable / closable door 128b opens and functions as a tray, allowing game balls to enter the second large prize opening 128. When a game ball enters the second large prize opening 128, a predetermined number of prize balls are paid out to the player. The first large prize opening 126 and the second large prize opening 128 are also collectively referred to simply as the large prize openings.
[0026] In addition, at the bottom of the game area 116, there is a discharge outlet 130 that discharges game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, the first large prize opening 126, or the second large prize opening 128 from the game area 116 to the back side of the game board 108.
[0027] The gaming machine 100 is equipped with a performance display device 200 consisting of a liquid crystal display device, a performance prop device 202 consisting of a movable device, a performance lighting device 204 consisting of a lamp that can be controlled to various lighting modes and emission colors, an audio output device 206 consisting of a speaker, and a performance button 208 that accepts player operation, as performance devices that perform performances while the game is in progress.
[0028] The effect display device 200 includes a main effect display unit 200a and a sub-effect display unit 201a, each of which is made up of an image display unit that displays images. The main effect display unit 200a is located approximately in the center of the gaming board 108 and is visible from the front side of the gaming machine 100. As shown in the figure, the main effect display unit 200a displays effect symbols 210a, 210b, and 210c in a variable manner, and a variable effect is executed in which the result of the big role lottery is notified to the player depending on the stop display mode of each of these effect symbols 210a, 210b, and 210c. The sub-effect display unit 201a is located above the main effect display unit 200a and displays auxiliary effect images during the variable effect.
[0029] The performance device 202 is positioned in front of the main performance display section 200a and is normally retracted to the rear side of the game board 108, but when the above-mentioned performance patterns 210a, 210b, 210c are being displayed in a changing manner, it moves to the front of the main performance display section 200a, giving the player a sense of anticipation of a big win.
[0030] The effect lighting device 204 is provided on the effect gimmick device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main effect display section 200a.
[0031] The sound output device 206 is provided at the upper position of the front frame 106 or at the lowermost position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.
[0032] The effect button 208 is composed of a button that accepts pressing operations by the player, and is located in approximately the center of the width of the gaming machine 100, and below the transparent plate 110. This effect button 208 is activated in accordance with the images displayed on the main effect display unit 200a, and when an operation by the player is accepted within the effective operation time, various effects are executed according to the operation.
[0033] The cross key 209 is composed of four buttons, an up button, a down button, a left button, and a right button, which are pressed by the player, and is provided near the effect button 208. The effect button 208 and the cross key 209 may also be used when making various settings.
[0034] In the figure, reference numeral 132 denotes an upper tray to which prize balls paid out from the gaming machine 100 and game balls dispensed from the game ball dispenser are guided, and when this upper tray 132 is full of game balls, the game balls are guided to a lower tray 134. A ball ejection hole (not shown) is formed in the bottom surface of this lower tray 134 to eject game balls from the lower tray 134. This ball ejection hole is normally closed by an opening / closing plate (not shown), but by pushing in a ball ejection knob 134a, the opening / closing plate slides together with the ball ejection knob 134a, making it possible to eject game balls from the ball ejection hole to below the lower tray 134.
[0035] In addition, the game board 108 is provided with a first special symbol display 160, a second special symbol display 162, a first special symbol reserved display 164, a second special symbol reserved display 166, a normal symbol display 168, a normal symbol reserved display 170, and a right-hit notification display 172 at positions outside the game area 116 and visible to the player. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and details thereof will be described later.
[0036] (Internal configuration of control means) FIG. 3 is a block diagram showing the internal configuration of the control means for controlling the progress of the game according to this embodiment.
[0037] The main control board 300 controls the basic operations of the game. This main control board 300 is equipped with a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads out programs stored in the main ROM 300b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device and display, or sends commands to other boards depending on the results of the arithmetic processing. The main RAM 300c functions as a data work area during arithmetic processing by the main CPU 300a.
[0038] The gaming machine 100 of this embodiment is broadly divided into a special game that is started by a gaming ball entering the first start port 120 or the second start port 122, and a normal game that is started by a gaming ball passing through the gate 124 (entering the normal operation port 125). The main ROM 300b of the main control board 300 stores various programs for progressing the special game and the normal game, as well as data and tables required for various games.
[0039] The main control board 300 is connected to a general prize opening detection switch 118s that detects when a game ball enters the general prize opening 118, a first start opening detection switch 120s that detects when a game ball enters the first start opening 120, a second start opening detection switch 122s that detects when a game ball enters the second start opening 122, a gate detection switch 124s that detects when a game ball passes through the gate 124, a general prize opening detection switch 125s that detects when a game ball enters the general prize opening 125, a first large prize opening detection switch 126s that detects when a game ball enters the first large prize opening 126, a second large prize opening detection switch 128s that detects when a game ball enters the second large prize opening 128, and an out ball detection switch 130s that detects when a game ball is ejected from the game area 116, and detection signals are input from each of these detection switches to the main control board 300.
[0040] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, the first large winning opening 126, and the second large winning opening 128 and game balls that are guided to the back side from the discharge opening 130 join together in the junction passage and are guided to the equipment of the game parlor. The out ball detection switch 130s is provided in the junction passage, and all game balls that are discharged from the game area 116, in other words, all game balls that are shot into the game area 116, are detected by the out ball detection switch 130s.
[0041] In addition, the main control board 300 is connected to a normal electric role solenoid 122c that operates the movable piece 122b of the second starting opening 122, a first large prize opening solenoid 126c that operates the opening and closing door 126b that opens and closes the first large prize opening 126, and a second large prize opening solenoid 128c that operates the opening and closing door 128b that opens and closes the second large prize opening 128, and the main control board 300 controls the opening and closing of the second starting opening 122, the first large prize opening 126 and the second large prize opening 128.
[0042] Furthermore, the main control board 300 is connected to a first special pattern display 160, a second special pattern display 162, a first special pattern reserved display 164, a second special pattern reserved display 166, a normal pattern display 168, a normal pattern reserved display 170, and a right-hit notification display 172, and the display of each of these displays is controlled by the main control board 300.
[0043] In addition, the gaming machine 100 is provided with multiple abnormality detection sensors 174 that detect possible abnormalities or fraud, such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door open sensor that detects the open state of the middle frame 104 or the front frame 106, and is configured so that an abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0044] Furthermore, a setting change switch 180s is provided on the back of the gaming board 108. The setting change switch 180s is configured to be accessible with a dedicated key. When the setting change switch 180s is turned on, it becomes possible to change and check the setting values. As will be described in detail later, in the gaming machine 100 of this embodiment, one of six setting values with different degrees of advantage is stored as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.
[0045] A RAM clear button is provided on the back of the game board 108 so that it can be pressed, and pressing of this RAM clear button is detected by a RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. If a RAM clear operation signal is input from the RAM clear switch 182s when the power is turned on, the main CPU 300a clears the main RAM 300c.
[0046] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display the registered setting values and the base ratio.
[0047] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.
[0048] The payout control board 310 controls the firing of game balls and the payout of prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 so that it can communicate bidirectionally. A game information output terminal board 312 is connected to this payout control board 310, and various information on the progress of the game output from the main control board 300 is output to the hall computer of the gaming parlor via the payout control board 310 and the game information output terminal board 312.
[0049] A payout motor 314 is connected to the payout control board 310 to pay out the game balls stored in the storage section to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout number designation command sent from the main control board 300 to control the motor 314 to pay out a predetermined number of prize balls to the player. At this time, the number of paid out game balls is detected by a payout ball counting switch 316s, and it is possible to determine whether the prize balls that should have been paid out have been paid out to the player.
[0050] Also connected to the payout control board 310 is a tray full detection switch 318s that detects the full state of the lower tray 134. This tray full detection switch 318s is provided in a passage that leads game balls paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310 every time a game ball passes through the passage.
[0051] Then, when a predetermined amount or more of game balls are accumulated in the lower tray 134 and it reaches a full state, game balls accumulate in the passage leading to the lower tray 134, and game ball detection signals are continuously input from the tray full detection switch 318s to the payout control board 310. When the payout control board 310 receives game ball detection signals continuously for a predetermined period of time, it determines that the lower tray 134 is in a full state, and sends a tray full command to the main control board 300. On the other hand, when the continuous input of game ball detection signals stops after sending the tray full command, it determines that the full state has been released, and sends a tray full release command to the main control board 300.
[0052] A launch control circuit 320 is also connected to the payout control board 310 so as to be able to communicate bidirectionally. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes launch. A touch sensor 112s, which is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operation volume 112a, which detects the operating angle of the operating handle 112, are connected to the launch control circuit 320. When signals are input from the touch sensor 112s and the operation volume 112a, the launch control circuit 320 controls the energization of a launch solenoid 112c provided on the gaming ball launcher to launch the gaming ball.
[0053] The sub-control board 330 mainly controls various effects during game play, standby, etc. The sub-control board 330 is equipped with a sub-CPU 330a, sub-ROM 330b, sub-RAM 330c, and RTC 330d, and is connected to the main control board 300 so that communication can be performed in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out programs stored in the sub-ROM 330b and performs arithmetic processing based on commands transmitted from the main control board 300, input signals from a timer, etc., and also controls the execution of effects. At this time, the sub-RAM 330c functions as a data work area during arithmetic processing by the sub-CPU 330a.
[0054] Specifically, the sub-control board 330 controls image display to display images on the main performance display unit 200a and the sub performance display unit 201a. The sub-ROM 330b stores a large number of various image data to be displayed on the main performance display unit 200a and the sub performance display unit 201a, and the sub-CPU 330a reads the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display on the main performance display unit 200a and the sub performance display unit 201a.
[0055] The sub-control board 330 also controls the movement of the stage prop device 202 and the lighting of the stage lighting device 204, as well as controls the audio output to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from a stage button detection switch 208s that detects that the stage button 208 has been pressed, and a cross key detection switch 209s that detects that the cross key 209 has been pressed, the sub-control board 330 performs a predetermined process.
[0056] Each board is connected to a power supply board (not shown), and power is supplied to each board from a commercial power source via the power supply board. The power supply board is also provided with a backup power supply consisting of a capacitor. The RTC 330d provided on the sub-control board 330 receives power from the backup power supply and keeps track of the current time.
[0057] Fig. 4 is an address map of the memory area used by the main CPU 300a according to this embodiment. In Fig. 4, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 4, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.
[0058] The memory area of the main ROM 300b is divided into a used area (0000H to 1A7AH) that stores programs and data for controlling the progress of the game, and an unused area (2000H to 2BFFH) that is an area other than the used area and stores programs and data for performing processes for conducting tests specified in the gaming machine regulations and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184).
[0059] The used area of the main ROM 300b includes a program area (0000H-0A89H) for storing programs for controlling the progress of games, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH-0FFFH).
[0060] The unused area of the main ROM 300b includes a program area (2000H to 27FFH) that stores programs for executing processes for conducting tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) that stores data other than these programs.
[0061] In addition to the used area and unused area, the memory area of the main ROM 300b also includes an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) in which arbitrary data such as the program title and version is stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) in which information necessary for the main CPU 300a to execute a program is stored.
[0062] The memory area of the main RAM 300c is divided into a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processing for performing tests specified in the gaming machine regulations or processing for displaying the performance display monitor 184 is being executed.
[0063] The used area of the main RAM 300c includes a work area (F000H-F12AH) that is temporarily used when a program for controlling the progress of a game is being executed, an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH) that temporarily saves data while a program for controlling the progress of a game is being executed. Note that the used area may not include the unused area (F12BH-F1D7H).
[0064] The unused area of the main RAM 300c includes a work area (F210H to F21FH) that is temporarily used when programs for processing tests stipulated in gaming machine regulations and for displaying the performance display monitor 184 are being executed, and a stack area (F220H to F228H) that temporarily stores data when these programs are being executed.
[0065] In addition to the used area and unused area, the memory area of the main RAM 300c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0066] In this way, the main ROM 300b and the main RAM 300c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests stipulated by gaming machine regulations and for controlling the display of the performance display monitor 184.
[0067] In the main RAM 300c, a 16-byte unused area (F200H-F20FH) is provided between the used area and the unused area. This unused area (F200H-F20FH) is set as a boundary area that separates the used area and the unused area, making the boundary between the used area and the unused area clear and preventing the unused area from being used when a program for controlling the progress of a game is being executed, and preventing the used area from being used when a program for performing a test specified by the gaming machine regulations or a program for performing a display control of the performance display monitor 184 is being executed.
[0068] The unused area between the used area and the unused area only needs to be at least 1 byte, and from the viewpoint of preventing fraud, it is preferable that it be 4 bytes or more, and more preferably 16 bytes or more. Furthermore, writing and reading of data into the unused area is prohibited, but from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0069] Next, the game in the gaming machine 100 of this embodiment will be described together with various tables stored in the main ROM 300b.
[0070] As described above, the gaming machine 100 of this embodiment allows two types of games, special games and normal games, to proceed in parallel, and the game state when these two games are proceeding is one of the game states that combines either a low probability game state or a high probability game state with either a non-time-saving game state or a time-saving game state.
[0071] Details of each game state will be described later, but the low probability game state is a game state in which the probability of acquiring the right to play a big role game in which the first large prize slot 126 and the second large prize slot 128 are opened is set low, and the high probability game state is a game state in which the probability of acquiring the right to play a big role game is set high.
[0072] Furthermore, the non-time-shortened gaming state is a gaming state in which the movable piece 122b is less likely to be in the open state and the gaming ball is less likely to enter the second starting opening 122, and the time-shortened gaming state is a gaming state in which the movable piece 122b is more likely to be in the open state than in the non-time-shortened gaming state and the gaming ball is more likely to enter the second starting opening 122. The initial state of the gaming machine 100 is set to the low-probability gaming state and the non-time-shortened gaming state, and this gaming state is referred to as the normal gaming state in this embodiment.
[0073] When a player operates the operating handle 112 to launch a gaming ball into the gaming area 116 and the gaming ball flowing down the gaming area 116 enters the first starting hole 120 or the second starting hole 122, a lottery (hereinafter referred to as a "big prize lottery") is held to determine whether or not the player will receive a gaming profit. If a big prize or a small prize is won in this big prize lottery, the first big prize opening 126 and the second big prize opening 128 are opened and a big prize game or a small prize game is executed in which gaming balls can enter the first big prize opening 126 and the second big prize opening 128. Furthermore, the gaming state after the big prize game ends is set to one of the gaming states described above. The big prize lottery method will be described below.
[0074] As will be described in more detail later, when a gaming ball enters the first start port 120 or the second start port 122, various random number values related to the big role lottery (jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variable pattern random number) are obtained, and these random number values are stored in a special symbol reserve memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the first start port 120 will be collectively referred to as special 1 reserve, and the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the second start port 122 will be collectively referred to as special 2 reserve.
[0075] The special symbol reservation memory area of the main RAM 300c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area and the second special symbol reservation memory area each have four memory sections (first to fourth memory sections). When a gaming ball enters the first starting hole 120, the special symbol 1 reservation is stored in order from the first memory section of the first special symbol reservation memory area, and when a gaming ball enters the second starting hole 122, the special symbol 2 reservation is stored in order from the first memory section of the second special symbol reservation memory area.
[0076] For example, when a gaming ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage sections of the first special chart reservation storage area, a special 1 reservation is stored in the first storage section. Also, for example, when a gaming ball enters the first starting hole 120 in a state where a special 1 reservation is stored in the first to third storage sections, the special 1 reservation is stored in the fourth storage section. Also, when a gaming ball enters the second starting hole 122, similarly to the above, a special 2 reservation is stored in the storage section with the smallest number (ordinal number) among the first to fourth storage sections of the second special chart reservation storage area, in which a special 2 reservation is not stored.
[0077] However, the number of special 1 reserves (X1) and the number of special 2 reserves (X2) that can be stored in the first special chart reserve memory area and the second special chart reserve memory area are each set to four. Therefore, for example, when a gaming ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, no new special 1 reserves will be stored by the entry of the gaming ball into the first starting hole 120. Similarly, when a gaming ball enters the second starting hole 122, if four special 2 reserves are already stored in the second special chart reserve memory area, no new special 2 reserves will be stored by the entry of the gaming ball into the second starting hole 122.
[0078] 5 is a diagram illustrating the low probability jackpot determination random number judgment table according to this embodiment. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one jackpot determination random number is obtained from the range of 0 to 65535. Then, when the big win lottery starts, that is, when the jackpot determination is made, a jackpot determination random number judgment table is selected according to the game state, and the big win lottery is made using the selected jackpot determination random number judgment table and the obtained jackpot determination random number.
[0079] In a low probability game state, when starting a lottery for a special 1 reserve and a special 2 reserve, a low probability jackpot determination random number judgment table is referenced. Here, in this embodiment, six levels of setting values with different degrees of advantage are provided, and a low probability jackpot determination random number judgment table is provided for each setting value. During play, the setting value is set to one of the six levels, and the lottery for a big role is performed by referring to the low probability jackpot determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).
[0080] When the game is in a low probability game state and the setting value is set to 1 (registered setting value = 1), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table a shown in Figure 5 (a). According to this low probability jackpot determination random number determination table a, a jackpot is determined if the jackpot determination random number is between 10001 and 10218, a small jackpot is determined if the jackpot determination random number is between 20001 and 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the probability of a jackpot is approximately 1 / 300.6, and the probability of a small jackpot is approximately 1 / 50.
[0081] When the game is in a low probability game state and the setting value is set to 2 (registered setting value = 2), a lottery for a major role is performed by referring to the low probability jackpot determination random number judgment table b shown in Figure 5 (b). According to this low probability jackpot determination random number judgment table b, a jackpot is determined if the jackpot determination random number is 10001 to 10225, a small jackpot is determined if the jackpot determination random number is 20001 to 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 291.2, and the small jackpot probability is approximately 1 / 50.
[0082] When the game is in a low probability game state and the setting value is set to 3 (registered setting value = 3), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table c shown in Figure 5 (c). According to this low probability jackpot determination random number determination table c, a jackpot is determined if the jackpot determination random number is 10001 to 10232, a small jackpot is determined if the jackpot determination random number is 20001 to 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 282.4, and the small jackpot probability is approximately 1 / 50.
[0083] When the game is in a low probability game state and the setting value is set to 4 (registered setting value = 4), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table d shown in Figure 5 (d). According to this low probability jackpot determination random number determination table d, a jackpot is determined if the jackpot determination random number is 10001 to 10239, a small jackpot is determined if the jackpot determination random number is 20001 to 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 274.2, and the small jackpot probability is approximately 1 / 50.
[0084] When the game is in a low probability game state and the setting value is set to 5 (registered setting value = 5), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table e shown in Figure 5 (e). According to this low probability jackpot determination random number determination table e, a jackpot is determined if the jackpot determination random number is between 10001 and 10246, a small jackpot is determined if the jackpot determination random number is between 20001 and 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 266.4, and the small jackpot probability is approximately 1 / 50.
[0085] When the game is in a low probability game state and the setting value is set to 6 (registered setting value = 6), a lottery for a major role is performed by referring to the low probability jackpot determination random number judgment table f shown in Figure 5 (f). According to this low probability jackpot determination random number judgment table f, a jackpot is determined if the jackpot determination random number is between 10001 and 10253, a small jackpot is determined if the jackpot determination random number is between 20001 and 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 259.0, and the small jackpot probability is approximately 1 / 50.
[0086] 6 is a diagram illustrating the high probability jackpot determination random number judgment table according to this embodiment. In a high probability game state, when starting a lottery for special 1 reserve and special 2 reserve, the high probability jackpot determination random number judgment table is referenced. The high probability jackpot determination random number judgment table is also provided for each setting value, just like the low probability jackpot determination random number judgment table.
[0087] When the game is in a high probability game state and the setting value is set to 1 (registered setting value = 1), a lottery for a major role is performed by referring to the high probability jackpot determination random number determination table a shown in Figure 6 (a). According to this high probability jackpot determination random number determination table a, a jackpot is determined if the jackpot determination random number is 10001 to 10620, a small jackpot is determined if the jackpot determination random number is 20001 to 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the probability of a jackpot is approximately 1 / 105.7, and the probability of a small jackpot is approximately 1 / 50.
[0088] Similarly, when the game is in a high probability game state and the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big win lottery is performed by referring to the high probability jackpot determination random number judgment tables b to f shown in Figures 6(b) to (f). According to these high probability jackpot determination random number judgment tables b to f, a jackpot is determined when the jackpot determination random number is the value shown in the table. Therefore, when the setting value is 2 to 6, the jackpot probability is approximately 1 / 102.4 to 1 / 91.0, respectively, and the small jackpot probability is approximately 1 / 50.
[0089] As described above, the big prize lottery is conducted according to the registered setting value. At this time, the probability of winning the big prize differs according to the registered setting value, and when the registered setting value is large, it is easier to win the big prize than when the registered setting value is small. Here, even if the registered setting value differs, the probability of winning the small prize does not change, but the probability of winning the small prize may be different for each registered setting value. Also, a small prize is not required, and only either a big prize or a loss may be determined in the big prize lottery.
[0090] Also, here, the probability of winning a jackpot in both the low-probability gaming state and the high-probability gaming state differs depending on the registered setting value, but it is also possible to make it so that only the probability of winning a jackpot in either the low-probability gaming state or the high-probability gaming state differs depending on the registered setting value.
[0091] FIG. 7 is a diagram illustrating a winning symbol random number determination table according to this embodiment. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. When the result of the major role lottery is a "big win" or a "small win," the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table. If a "big win" is won by the special 1 reserved symbol, the special 1 winning symbol random number determination table a is selected, as shown in FIG. 7(a). If a "small win" is won by the special 1 reserved symbol, the special 1 winning symbol random number determination table b is selected, as shown in FIG. 7(b). If a "big win" is won by the special 2 reserved symbol, the special 2 winning symbol random number determination table a is selected, as shown in FIG. 7(c). If a "small win" is won by the special 2 reserved symbol, the special 2 winning symbol random number determination table b is selected, as shown in FIG. 7(d). In the following, the special pattern determined by the winning pattern random number, i.e., the special pattern determined when a big win determination result is obtained, will be called the big win pattern, the special pattern determined when a small win determination result is obtained will be called the small win pattern, and the special pattern determined when a loss determination result is obtained will be called the loss pattern.
[0092] According to the special 1 winning symbol random number determination table a shown in Fig. 7(a) and the special 2 winning symbol random number determination table a shown in Fig. 7(c), the type of special symbol (big winning symbol) is determined according to the value of the acquired winning symbol random number, as shown in the figure. Also, according to the special 1 winning symbol random number determination table b shown in Fig. 7(b) and the special 2 winning symbol random number determination table b shown in Fig. 7(d), the type of special symbol (small winning symbol) is determined to be special symbol a, as shown in the figure, regardless of the value of the acquired winning symbol random number.
[0093] On the other hand, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 1 reservation, special pattern X is determined as the losing pattern without drawing a lottery. Also, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 2 reservation, special pattern Y is determined as the losing pattern without drawing a lottery.
[0094] In other words, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "big win" or a "small win," and is not referenced when the result of the big role lottery is a "miss." Here, the same big win symbol is determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, different big win symbols may be determined in both tables, or the type of special symbol (big win symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.
[0095] Here, the selection ratio of the big win symbol and the small win symbol is common to all setting values, but either one or both of the big win symbol and the small win symbol may be made different for each setting value.
[0096] FIG. 8 is a diagram illustrating a reach group determination random number judgment table according to this embodiment. Multiple reach group determination random number judgment tables are provided, and a preset table is selected depending on the reserved type, reserved number, game status, and variable status associated with the game status. When a game ball enters the first start hole 120 or the second start hole 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, once the big role lottery result is derived, a process is performed to determine a variable performance pattern to notify the big role lottery result. In this embodiment, when the big role lottery result is a "miss," the group type is first determined based on the reach group determination random number and the reach group determination random number judgment table to determine the variable performance pattern. Note that the variable status specifies which table is referenced to determine the variable performance pattern, and is a concept set separately from the game status.
[0097] For example, when the game state is set to the normal game state, a "miss" big role lottery result is derived based on the special 1 reserved. In this case, if the remaining number of special 1 reserved (hereinafter simply referred to as the "reserved number"), excluding the special 1 reserved read (used) in the big role lottery, is zero, the reach group determination random number judgment table 1 is selected, as shown in FIG. 8(a). Similarly, when the game state is set to the normal game state and a "miss" big role lottery result is derived based on the special 1 reserved, if the reserved number is one, the reach group determination random number judgment table 2 is selected, as shown in FIG. 8(b). If the reserved number is two, the reach group determination random number judgment table 3 is selected, as shown in FIG. 8(c). If the reserved number is three, the reach group determination random number judgment table 4 is selected, as shown in FIG. 8(d). According to each reach group determination random number judgment table, one of the group types (group numbers) is determined depending on the acquired reach group determination random number.
[0098] Here, we have explained the reach group determination random number judgment table that is referenced when a "miss" major role lottery result is derived based on the special 1 reserve in normal game mode, but the main ROM 300b also stores many other reach group determination random number judgment tables, such as tables for small wins.
[0099] In addition, if the result of the big role lottery is a "big win" or a "small win", the group type is not determined when determining the variable information. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss", and is not referenced when the result of the big role lottery is a "big win" or a "small win". However, even when the result of the big role lottery is a "big win" or a "small win", the group type may be determined in the same way as when it is a "miss".
[0100] 9 is a diagram for explaining each table for determining variable information according to the embodiment. As described above, if the result of the big role lottery is "miss", first, the group type is determined using the reach group determination random number determination table. Then, after the group type is determined, the group-specific reach mode determination random number determination table corresponding to the determined group type is used to determine the variable mode number and the variable pattern random number determination table for determining the variable pattern number.
[0101] For example, as shown in Figure 9, when the special 1 reserved number is "0", if the reach group determination random number is 2999 or less, group E is determined. In this case, a reach mode determination random number determination table for group E (shown as "Table E" in the figure) is used to determine the variation mode number and the variation pattern random number determination table for determining the variation pattern number. According to the reach mode determination random number determination table for group E, as shown in Figure 9, variation information (variation mode number and variation pattern number) for a normal reach pattern or an SP reach pattern (miss) is always determined.
[0102] Also, if the special 1 reserved number is "0" and the reach group determination random number is 3000 to 8999, group A is determined, and a reach mode determination random number determination table for group A (shown as "table A" in the figure) is used to determine the fluctuation mode number and the fluctuation pattern random number determination table for determining the fluctuation pattern number. According to the reach mode determination random number determination table for group A, fluctuation information (fluctuation mode number and fluctuation pattern number) for 19 seconds without reach is always determined.
[0103] Also, if the special 1 reserved number is "0" and the reach group determination random number is 9000 or more, group G is determined, and a reach mode determination random number determination table for group G (shown as "table G" in the figure) is used to determine the fluctuation mode number and fluctuation pattern random number determination table. According to the reach mode determination random number determination table for group G, fluctuation information (fluctuation mode number and fluctuation pattern number) for the SP reach pattern (miss) is always determined.
[0104] Also, if the special 1 reserved number is "1" and the reach group determination random number is 999 or less, group F is determined, and the reach mode determination random number determination table for group F (shown as "Table F" in the figure) is used to determine the fluctuation mode number and fluctuation pattern random number determination table. According to the reach mode determination random number determination table for group F, fluctuation information (fluctuation mode number and fluctuation pattern number) for the normal reach pattern is always determined.
[0105] Also, if the special 1 reserved number is "1" and the reach group determination random number is 1000 to 8999, group B is determined, and a reach mode determination random number determination table for group B (shown as "table B" in the figure) is used to determine the fluctuation mode number and fluctuation pattern random number determination table. According to the reach mode determination random number determination table for group B, fluctuation information (fluctuation mode number and fluctuation pattern number) for 13 seconds without reach is always determined.
[0106] Also, if the special 1 reserved number is "1" and the reach group determination random number is 9000 or more, group G is determined, and the fluctuation mode number and fluctuation pattern random number determination table are determined using the reach mode determination random number determination table for group G. As described above, according to the reach mode determination random number determination table for group G, fluctuation information (fluctuation mode number and fluctuation pattern number) for the SP reach pattern (miss) is always determined.
[0107] Also, if the number of reserved special 1 is "2" and the reach group determination random number is 8999 or less, group C is determined, and the reach mode determination random number determination table for group C (shown as "table C" in the figure) is used to determine the fluctuation mode number and fluctuation pattern random number determination table. According to the reach mode determination random number determination table for group C, fluctuation information (fluctuation mode number and fluctuation pattern number) for 6 seconds without reach is always determined.
[0108] Also, if the special 1 reserved number is "2" and the reach group determination random number is 9000 or more, group G is determined, and the fluctuation mode number and fluctuation pattern random number determination table are determined using the reach mode determination random number determination table for group G. As described above, according to the reach mode determination random number determination table for group G, fluctuation information (fluctuation mode number and fluctuation pattern number) for the SP reach pattern (miss) is always determined.
[0109] Also, if the special 1 reserved number is "3" and the reach group determination random number is 8999 or less, group D is determined, and the reach mode determination random number determination table for group D (shown as "table D" in the figure) is used to determine the fluctuation mode number and fluctuation pattern random number determination table. According to the reach mode determination random number determination table for group D, fluctuation information (fluctuation mode number and fluctuation pattern number) for 3 seconds without reach is always determined.
[0110] Also, if the special 1 reserved number is "3" and the reach group determination random number is 9000 or more, group G is determined, and the fluctuation mode number and fluctuation pattern random number determination table are determined using the reach mode determination random number determination table for group G. As described above, according to the reach mode determination random number determination table for group G, fluctuation information (fluctuation mode number and fluctuation pattern number) for the SP reach pattern (miss) is always determined.
[0111] According to the above-mentioned group-specific reach mode determination random number judgment table, the fluctuation information is determined as shown in Figure 9. As is clear from Figure 9, the more the number of special 1 reserved, the more likely it is that a short fluctuation time will be determined. Also, the fewer the number of special 1 reserved, the higher the probability of the appearance of the fluctuation performance of the reach fluctuation pattern.
[0112] Here, when the reach group determination random number is 999 or less, if the number of special 1 reserved at the start of the variable performance is "1" or less, the execution pattern of the variable performance will be a reach variable pattern, and if the number of special 1 reserved is "2" or more, the execution pattern of the variable performance will be a no-reach variable pattern. Also, when the reach group determination random number is 1000 to 2999, if the number of special 1 reserved at the start of the variable performance is "0", the execution pattern of the variable performance will be a reach variable pattern, and if the number of special 1 reserved is "1" or more, the execution pattern of the variable performance will be a no-reach variable pattern.
[0113] Furthermore, if the reach group determination random number is between 3000 and 8999, the execution pattern of the variable performance will always be a no-reach variable performance pattern regardless of the number of special 1s held at the start of the variable performance, and if the reach group determination random number is 9000 or more, the execution pattern of the variable performance will always be an SP reach pattern (miss) regardless of the number of special 1s held at the start of the variable performance.
[0114] As mentioned above, if the result of the big role lottery is "jackpot", without determining the group type, the variable mode number and the variable pattern random number determination table are determined using the jackpot reach mode determination random number determination table provided for each jackpot pattern. According to the jackpot reach mode determination random number determination table, regardless of the special 1 reserved number, the variable information for the SP reach jackpot, in which the reach development performance of the jackpot pattern is always executed, is determined.
[0115] In this way, when the big role lottery is performed, the fluctuation mode number and the fluctuation pattern number are determined according to the big role lottery result, the determined symbol type, the game state, the number of reserved, the reserved type, etc. These fluctuation mode numbers and fluctuation pattern numbers specify the fluctuation performance pattern, and each of them is associated with the mode and time of the fluctuation performance. In addition, in this embodiment, the fluctuation mode number and the fluctuation pattern number described later are set in hexadecimal. In the following, when a hexadecimal number is indicated, "H" is added, and the notation ○○H in FIG. 10 indicates an arbitrary value expressed in hexadecimal.
[0116] Fig. 10 is a diagram illustrating a fluctuation time determination table according to this embodiment. Once the fluctuation mode number is determined as described above, fluctuation time 1 is determined according to the fluctuation time 1 determination table shown in Fig. 10(a). According to this fluctuation time 1 determination table, fluctuation time 1 is associated with each fluctuation mode number, and the corresponding fluctuation time 1 is determined according to the determined fluctuation mode number.
[0117] Furthermore, as described above, once the fluctuation pattern number is determined, fluctuation time 2 is determined according to the fluctuation time 2 determination table shown in Figure 10 (b). According to this fluctuation time 2 determination table, fluctuation time 2 is associated with each fluctuation pattern number, and the corresponding fluctuation time 2 is determined according to the determined fluctuation pattern number. The total time of the fluctuation times 1 and 2 determined in this way is the time of the fluctuation performance that notifies the result of the big role lottery, that is, the fluctuation time.
[0118] When the variation mode number is determined in the above manner, a variation mode command corresponding to the determined variation mode number is sent to the sub-control board 330, and when the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is sent to the sub-control board 330. The sub-control board 330 determines mainly the first half of the variation performance based on the received variation mode command, and mainly determines the second half of the variation performance based on the received variation pattern command, details of which will be described later. Note that, hereinafter, the variation mode number and variation pattern number will be collectively referred to as variation information, and the variation mode command and variation pattern command will be collectively referred to as variation command.
[0119] 11 is a diagram illustrating the special electric device activation ram set table according to this embodiment. This special electric device activation ram set table stores various data for controlling a big win game or a small win game. During a big win game or a small win game, the first big win opening solenoid 126c and the second big win opening solenoid 128c are energized and controlled by referring to this special electric device activation ram set table. In reality, multiple special electric device activation ram set tables are provided for each type of special symbol (big win symbol and small win symbol), and a corresponding table is set at the start of a big win game or a small win game depending on the type of special symbol determined. However, for the sake of convenience, the control data for all special symbols is shown in one table.
[0120] When the special symbols A, B, C, which are the big win symbols, or the special symbol a, which is the small win symbol, are determined, an opening and closing process is executed to control the opening and closing of the first large winning opening 126 and the second large winning opening 128 in a predetermined opening and closing pattern, with reference to the special electric role activation ram set table, as shown in Figure 11. The big win game is made up of multiple rounds of play in which the second large winning opening 128 is opened and closed a predetermined number of times, and the small win game is made up of only one round of play in which the first large winning opening 126 is opened and closed a predetermined number of times.
[0121] According to this special electric device operation ram set table, the opening time (waiting time until the first round of play starts), the maximum number of times the special electric device operates (the number of rounds of play executed during one major role play or one small win play), the open large prize opening (the first large prize opening 126 and the second large prize opening 128 that are opened in each round of play), the number of times the special electric device opens and closes (the number of times the first large prize opening 126 and the second large prize opening 128 are opened during one round of play), the solenoid energization time (the number of times the first large prize opening solenoid 126c and the second large prize opening solenoid 126d are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened), the number of times the solenoid energizes (the number of times the first large prize opening 126 and the second large prize opening 128 are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened), the number of times the solenoid energizes (the number of times the first large prize opening 126 and the second large prize opening solenoid 126c and the second large prize opening solenoid 126d are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened) and the number of times the solenoid energizes (the number of times the first large prize opening 126 and the second large prize opening solenoid 126c and the second large prize opening solenoid 126d are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened) are set. The control data for the big prize game includes the power supply time of the resonoid 128c, i.e., the opening time of the first large prize opening 126 and the second large prize opening 128 in one play), the specified number (the maximum number of wins that can be won in the first large prize opening 126 and the second large prize opening 128 in one round of play), the effective time for closing the large prize opening (the closing time of the first large prize opening 126 and the second large prize opening 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the normal special game is resumed) which are pre-stored as shown in the figure for each type of big prize pattern and small prize pattern as the control data for the big prize game.
[0122] In this embodiment, when the special symbols A and B, which are the jackpot symbols, are determined, a big win game consisting of five rounds of play is executed, and when the special symbol C is determined, a big win game consisting of 15 rounds of play is executed. Each round of play ends when a specified number (8 balls) of game balls enter the second big winning opening 128 or when a predetermined time (29.0 seconds in this case) has elapsed since the second big winning opening 128 was opened.
[0123] In addition, when the special symbol a, which is the small win symbol, is determined, a small win game consisting of one round of play is executed. In the small win game executed when the special symbol a is determined, the first large prize opening 126 is opened twice for 0.9 seconds with a predetermined pause between them in the first round of play.
[0124] 12 is a diagram illustrating a game state setting table for setting the game state after the end of the big win game according to this embodiment. In this embodiment, when the big win game is executed, the game state after the end of the big win game is set according to the type of special symbol determined at the time of winning the jackpot.
[0125] According to this game state setting table, if the jackpot symbol is special symbol A, the game state is set to a low-probability game state after the big-win game ends. On the other hand, if the jackpot symbol is special symbol B or C, the game state is set to a high-probability game state after the big-win game ends, and the number of times the high-probability game state continues (hereinafter referred to as the "high-probability number") is set to 10,000. This means that the high-probability game state continues until the big-win lottery result is determined 10,000 times. However, the above-mentioned high-probability number indicates the maximum number of times in the high-probability game state. If a jackpot is won before reaching the above-mentioned number of times, the high-probability number will be set again. Therefore, if the high-probability game state is set after the big-win game ends, and a losing lottery result is derived 10,000 times without a jackpot result being derived in the high-probability game state, the game state will change to a low-probability game state.
[0126] Furthermore, after the big win game ends, the game is set to a time-saving game state, and the number of times the time-saving game state will continue (hereinafter referred to as the "time-saving number of times"). At this time, if the jackpot symbol is special symbol A, the time-saving number of times is set to 100, and if it is special symbol B or C, the time-saving number of times is set to 10,000. This means that the time-saving game state will continue until the big win lottery result is determined to be 100 or 10,000 times. However, the above-mentioned time-saving number of times indicates the maximum number of times that the time-saving game state will continue, and if a jackpot is won before the above-mentioned number of times of continuation is reached, the time-saving number of times will be set again.
[0127] 13 is a diagram illustrating a winning determination random number judgment table according to this embodiment. When a gaming ball flowing down the gaming area 116 passes through the gate 124 (the gaming ball enters the normal symbol operating port 125), a normal symbol judgment process (hereinafter referred to as "normal symbol lottery") is performed, which is associated with whether or not to control the energization of the movable piece 122b of the second starting port 122.
[0128] As will be described in more detail later, when a gaming ball passes through gate 124 (enters normal map operation port 125), one winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the normal map reserve memory area of main RAM 300c, up to a maximum of four. In other words, the normal map reserve memory area has four memory units for saving winning determination random numbers. Therefore, if a gaming ball passes through gate 124 (enters normal map operation port 125) with winning determination random numbers stored in all four memory units of the normal map reserve memory area, no winning determination random number will be stored based on the passage of the gaming ball. Hereinafter, a winning determination random number stored in the normal map reserve memory area after a gaming ball passes through gate 124 (enters normal map operation port 125) will be referred to as a normal map reserve.
[0129] When the normal symbol lottery is started in the non-time-saving game state, a win determination random number determination table for the non-time-saving game state is referenced, as shown in Figure 13(a). According to this win determination random number determination table for the non-time-saving game state, if the win determination random number is 0, a winning symbol is determined as the type of normal symbol, and if the win determination random number is 1 to 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a winning symbol in the non-time-saving game state, i.e., the probability of winning, is 1 / 100. As will be described in detail later, if a winning symbol is determined in this normal symbol lottery, the second start opening 122 is controlled to an open state, and if a losing symbol is determined, the second start opening 122 is maintained in a closed state.
[0130] Also, when the normal symbol lottery is started in the time-saving gaming state, a time-saving gaming state winning determination random number determination table is referenced, as shown in Figure 13(b). According to this time-saving gaming state winning determination random number determination table, if the winning determination random number is 0 to 98, a winning symbol is determined as the type of normal symbol, and if the winning determination random number is 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a winning symbol in the time-saving gaming state, i.e., the probability of winning, is 99 / 100.
[0131] FIG. 14(a) is a diagram illustrating a normal symbol variation time data table according to this embodiment, and FIG. 14(b) is a diagram illustrating an opening / closing control pattern table according to this embodiment. As described above, when a normal symbol lottery is conducted, the normal symbol variation time is determined. The normal symbol variation time data table is referenced when determining the normal symbol variation time when a winning symbol or a losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, the variation time is determined to be 10 seconds when the game state is set to a non-time-saving game state, and the variation time is determined to be 1 second when the game state is set to a time-saving game state. Once the variation time is determined in this manner, the normal symbol display 168 displays a variable (blinking) display for the determined time. Then, when a winning symbol is determined, the normal symbol display 168 lights up, and when a losing symbol is determined, the normal symbol display 168 turns off.
[0132] Then, when a winning symbol is determined by the normal symbol lottery and the normal symbol display 168 lights up, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to the opening / closing control pattern table, as shown in Fig. 14(b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when energization of the normal electric role solenoid 122c begins, but here, for convenience of explanation, the control data corresponding to each game state is shown in one table.
[0133] When a winning symbol is determined, the second starting hole 122 is controlled to open and close with reference to the opening and closing control pattern table, as shown in FIG. 14(b). According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 begins to open), the maximum number of times the normal electric role device is switched on and off (number of times the second start port 122 is opened), the solenoid power supply time (power supply time of the normal electric role device solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of the second start port 122 once), the specified number (the maximum number of winning entries into the second start port 122 while it is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power active state time (waiting time from the end of the last opening of the second start port 122), and the normal power end waiting time (waiting time until the variable display of the normal pattern described below is resumed after the normal power active state time has elapsed) are pre-stored as control data for the second start port 122 for each game state, as shown in the figure.
[0134] In this way, the non-time-shortened game state and the time-shortened game state are each associated with an opening / closing control condition for opening and closing the second start port 122 as a game progress condition, and in the time-shortened game state, it is easier for a game ball to enter the second start port 122 than in the non-time-shortened game state. In other words, in the time-shortened game state, as long as a game ball passes through the gate 124 (a game ball enters the normal game operation port 125), normal game lotteries are held one after another and the second start port 122 is frequently in an open state, so that the player can participate in big role lotteries while reducing the consumption of game balls.
[0135] The opening / closing conditions for the second start opening 122 stipulate three elements: the probability of winning a normal symbol, the time for which the normal symbol is displayed in a variable manner, and the opening time of the second start opening 122. In this embodiment, two of these elements are set to be more advantageous for the time-shortened game state than for the non-time-shortened game state, so that a game ball is more likely to enter the second start opening 122 in the time-shortened game state than in the non-time-shortened game state. However, one or three of the above three elements may be set to be more advantageous for the time-shortened game state than the non-time-shortened game state. In any case, by making the time-shortened game state more advantageous than the non-time-shortened game state in at least one element, it is possible to make it easier for a game ball to enter the second start opening 122 in the time-shortened game state than in the non-time-shortened game state overall. In other words, when the game state is set to a non-time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a first condition, and when the game state is set to a time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a second condition that is more likely to be in the open state than the first condition.
[0136] In addition, in this embodiment, a normal map operating port 125 is provided in the second game area 116b, and almost all game balls that flow down to the bottom of the second game area 116b enter the normal map operating port 125. When a game ball enters the normal map operating port 125, one prize ball is paid out. Therefore, even if a game ball is launched into the second game area 116b in a non-time-saving game state, the game balls are hardly reduced. However, the normal map operating port 125 is not a required component, and the board configuration is merely an example. Therefore, a configuration in which the game balls are reduced when a game ball is launched into the second game area 116b in a non-time-saving game state may also be used.
[0137] Next, the main processing of the main control board 300 as the game progresses in the gaming machine 100 according to this embodiment will be described.
[0138] 15 is a diagram illustrating the gaming machine status flag according to this embodiment. In the main control board 300, the gaming machine status flag controls whether or not a game can be played. One of six flag values from 00H to 05H is set to the gaming machine status flag. A flag value of 00H indicates a playable state, and when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.
[0139] A flag value of 01H for the gaming machine status flag indicates a setting change state, and when the gaming machine status flag is 01H, it is possible to change the registered setting value. A flag value of 02H for the gaming machine status flag indicates a setting confirmation state, and when the gaming machine status flag is 02H, the registered setting value can be confirmed by displaying it on the performance display monitor 184, for example. A flag value of 03H for the gaming machine status flag indicates an abnormal setting state, and when the gaming machine status flag is 03H, the registered setting value is considered abnormal and game play is stopped. A flag value of 04H for the gaming machine status flag indicates an RWM (read write memory) abnormal state, and when the gaming machine status flag is 04H, game play is stopped. A flag value of 05H for the gaming machine status flag indicates a checksum abnormal state, and when the gaming machine status flag is 05H, game play is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and processing according to the gaming machine status flag is performed.
[0140] (CPU initialization process of main control board 300) Figure 16 is a first flowchart explaining the CPU initialization processing in the main control board 300 according to this embodiment, and Figure 17 is a second flowchart explaining the CPU initialization processing in the main control board 300 according to this embodiment.
[0141] When power is supplied from the power supply board, a system reset occurs in the main CPU 300a, and the main CPU 300a performs the following CPU initialization process (S100).
[0142] (Step S100-1) When the power is turned on, the main CPU 300a reads a boot program from the main ROM 300b as an initial setting process, and also performs setting processes required to execute various processes.
[0143] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.
[0144] (Step S100-5) The main CPU 300a determines whether a power-off warning signal has been detected. The main control board 300 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.
[0145] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. If it is determined that the wait time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5.
[0146] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.
[0147] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine status flag before the power is turned off into the D register.
[0148] (Step S100-13) The main CPU 300a calculates the checksum and determines whether the calculated checksum matches the checksum saved at the time of power-off (is normal) and whether the backup flag is normal. If the main CPU 300a determines that the backup flag and checksum are normal, it proceeds to step S100-15. If it determines that either or both of them are abnormal, it proceeds to step S100-25.
[0149] (Step S100-15) The main CPU 300a sets an address that does not include a setting value or a gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0150] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal has been input from the RAM clear switch 182s (whether the RAM clear button has been pressed). If it is determined that a RAM clear operation signal has been input, the main CPU 300a proceeds to step S100-31, and if it is determined that a RAM clear operation signal has not been input, the main CPU 300a proceeds to step S100-19.
[0151] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine status flag loaded in step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. If it is determined that all three conditions are met, the process proceeds to step S100-21. If it is determined that any one of the three conditions is not met, the process proceeds to step S100-23.
[0152] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (setting confirmation status). That is, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s on, and the RAM clear button not pressed, the setting confirmation status is entered.
[0153] (Step S100-23) The main CPU 300a executes initialization processing to clear the areas of the main RAM 300c that are to be cleared when the power is restored, which are areas after the start address set in step S100-15, and then proceeds to step S100-49.
[0154] (Step S100-24) The main CPU 300a performs a process of transmitting a subcommand (power restoration command) (storing the command in a transmission buffer) for notifying the sub-control board 330 that power has been restored from a power outage.
[0155] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0156] (Step S100-27) The main CPU 300a performs an outside area read / write check process that checks and clears the read / write memory in the unused area.
[0157] (Step S100-29) The main CPU 300a sets an address including the set value and the gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0158] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.
[0159] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in step S100-31 is normal. If it is determined to be normal, the process proceeds to step S100-37. If it is determined to be abnormal, the process proceeds to step S100-35.
[0160] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and moves the process to step S100-45.
[0161] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it is determined that 02H is set, the process proceeds to step S100-39. If it is determined that 02H is not set, the process proceeds to step S100-41.
[0162] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0163] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. If it is determined that the setting change conditions are met, the process proceeds to step S100-43. If it is determined that the setting change conditions are not met, the process proceeds to step S100-45. Note that the setting change conditions here include at least the following: the setting change switch 180s is on; the middle frame 104 is open; and a RAM clear operation signal is input from the RAM clear switch 182s.
[0164] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.
[0165] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.
[0166] (Step S100-47) The main CPU 300a executes initialization processing to clear the items in the main RAM 300c that are to be cleared when the RAM is cleared, and then proceeds to step S100-49.
[0167] (Step S100-49) The main CPU 300a performs a transmission process (storing the RAM clear command in a transmission buffer) of a dispensing command (RAM clear command) to notify the dispensing control board 310 that the main RAM 300c has been cleared.
[0168] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0169] (Step S100-53) The main CPU 300a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). If it is determined that the flag is 00H, the process proceeds to step S110. If it is determined that the flag is not 00H, the process proceeds to step S100-55.
[0170] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.
[0171] (Step S100-55) The main CPU 300a performs sub-command set processing to send a predetermined command to the sub-control board 330. Here, a command corresponding to the gaming machine status flag is set. For example, if the gaming machine status flag is 01H, a setting change status designation command is set, and if the gaming machine status flag is 02H, a setting confirmation status designation command is set. In this way, by sending a command corresponding to the gaming machine status flag to the sub-control board 330, the internal status of the main control board 300 can be grasped on the sub-control board 330.
[0172] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0173] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0174] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is used to determine the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number - 1 by the update process of the winning symbol random number described later, the winning symbol random number will be updated to the initial value update random number for the winning symbol random number at that time.
[0175] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the dispensing control board 310, and executes various processes according to the received data.
[0176] (Step S100-65) The main CPU 300 a performs processing to transmit the sub-commands stored in the transmission buffer to the sub-control board 330 .
[0177] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.
[0178] (Step S100-69) The main CPU 300a updates the reach group determination random number, reach mode determination random number, and variation pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, reach mode determination random number, and variation pattern random number for determining the variation presentation pattern are collectively referred to as variation presentation random numbers.
[0179] FIG. 18 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300 according to this embodiment.
[0180] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.
[0181] (Step S110-3) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330. Here, for example, if the initialization processing is executed in the above step S100-47, a RAM clear designation command is set.
[0182] (Step S110-5) The main CPU 300a performs a model command setting process to set a model command indicating model information of the gaming machine 100 in a transmission buffer.
[0183] (Step S110-7) The main CPU 300a performs a setting value designation command setting process for setting a setting value designation command indicating a registered setting value in a transmission buffer.
[0184] (Step S110-9) The main CPU 300a performs a special chart 1 reservation designation command setting process that sets a special chart 1 reservation designation command indicating the special chart 1 reservation number in the transmission buffer.
[0185] (Step S110-11) The main CPU 300a performs a special 2 reserve designation command setting process to set a special 2 reserve designation command indicating the special 2 reserve number in the transmission buffer.
[0186] (Step S110-13) The main CPU 300a performs a count command setting process for setting a count command indicating the remaining number of times in the time-shortened gaming state in a transmission buffer.
[0187] (Step S110-15) The main CPU 300a performs a fluctuation pattern selection state designation command setting process for setting a fluctuation pattern selection state designation command indicating a fluctuation pattern selection state in a transmission buffer.
[0188] (Step S110-17) The main CPU 300a performs a special game phase designation command setting process to set a special game phase designation command indicating a special game management phase in a transmission buffer. The special game management phase will be described later.
[0189] (Step S110-19) The main CPU 300a determines whether the special game management phase is in a special symbol change waiting state. If it is determined that the special symbol change waiting state is in effect, the main CPU 300a proceeds to step S110-21, and if it is determined that the special symbol change waiting state is not in effect, the sub-command group set process is terminated.
[0190] (Step S110-21) The main CPU 300a sets the customer waiting designation command in the transmission buffer, and ends the subcommand group setting process.
[0191] Next, a description will be given of interrupt processing in the main control board 300 according to this embodiment. Here, a description will be given of a power-off save processing (XINT interrupt processing) and a timer interrupt processing.
[0192] (Main control board 300 power off evacuation process (XINT interrupt process)) 19 is a flowchart illustrating the power-off save process (XINT interrupt process) in the main control board 300 according to this embodiment. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts the CPU initialization process and executes the power-off save process.
[0193] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.
[0194] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0195] (Step S300-5) The main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.
[0196] (Step S300-7) The main CPU 300a restores the register.
[0197] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.
[0198] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0199] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.
[0200] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.
[0201] (Step S300-17) The main CPU 300a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.
[0202] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0203] (Step S300-21) The main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-17. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-23.
[0204] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.
[0205] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is 0. If it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the CPU initialization process (step S100) described above.
[0206] In addition, if a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are being looped.
[0207] (Timer interrupt processing of main control board 300) 20 is a flowchart illustrating the timer interrupt process in the main control board 300 according to this embodiment. The main control board 300 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in this embodiment, hereinafter referred to as "4 ms"). When the reset clock pulse generating circuit generates a clock pulse, it interrupts the CPU initialization process (step S100) and executes the following timer interrupt process.
[0208] (Step S400-1) The main CPU 300a saves the registers.
[0209] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.
[0210] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output port and executes dynamic port output processing that controls the lighting of the first special pattern display 160, the second special pattern display 162, the first special pattern reserve display 164, the second special pattern reserve display 166, the normal pattern display 168, the normal pattern reserve display 170, the right hit notification display 172, and the performance display monitor 184.
[0211] (Step S400-7) The main CPU 300a reads various types of input port information and executes port input processing to accurately obtain the latest switch status.
[0212] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.
[0213] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it is determined that the flag value is 00H, the process proceeds to step S400-15. If it is determined that the flag value is not 00H, the process proceeds to step S400-13.
[0214] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is equal to or greater than 03H (abnormal setting state). If it is determined that the flag value is equal to or greater than 03H, the process proceeds to step S400-27. If it is determined that the flag value is not equal to or greater than 03H, the process proceeds to step S450.
[0215] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.
[0216] (Step S400-15) The main CPU 300a performs a timer update process to update various timer counters. Here, unless otherwise specified, the timer counters are decremented each time the main control board 300 executes a timer interrupt process, and the decrement stops when the counter reaches 0.
[0217] (Step S400-17) The main CPU 300a executes the update process of the initial value update random number for the winning symbol random number, similar to the above step S100-61.
[0218] (Step S400-19) The main CPU 300a performs a process to update the winning symbol random number. Specifically, the random number counter is updated by adding 1, and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and if the random number counter has completed one cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0219] Although a detailed explanation will be omitted, in this embodiment, the jackpot determination random number and the winning determination random number use hardware random numbers updated by a hardware random number generator built into the main control board 300. The hardware random number generator updates both the jackpot determination random number and the winning determination random number according to a set rule, automatically changing the random number sequence every time the random number sequence completes one cycle, and changing the start value every time the system is reset.
[0220] (Step S500) The main CPU 300a executes a switch management process to determine whether or not a signal has been input from the first start hole detection switch 120s, the second start hole detection switch 122s, the gate detection switch 124s, the normal operation hole detection switch 125s, the first large prize hole detection switch 126s, and the second large prize hole detection switch 128s. Details of this switch management process will be described later.
[0221] (Step S600) The main CPU 300a executes a special game management process for controlling the progress of the special game, which will be described in detail later.
[0222] (Step S700) The main CPU 300a executes a normal game management process for controlling the progress of the normal game. Details of this normal game management process will be described later.
[0223] (Step S400-21) The main CPU 300a executes an error management process to determine various errors and make settings according to the error determination results. If it determines that an error has occurred, the main CPU 300a sets an error specification command corresponding to the type of error.
[0224] (Step S400-23) The main CPU 300a checks the general prize opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, the first large prize opening detection switch 126s, and the second large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.
[0225] (Step S400-25) The main CPU 300a executes a payout control management process to create and send a payout command based on the counter value of the counter for controlling the winning balls set in step S400-23.
[0226] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output from the game information output terminal board 312 to the outside.
[0227] (Step S400-29) The main CPU 300a executes an LED display setting process that sets common data to a common output buffer to control the lighting of various indicators (LEDs) such as the first special pattern indicator 160, the second special pattern indicator 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern indicator 168, the normal pattern reserved indicator 170, and the right-hit notification indicator 172.
[0228] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process to synthesize the solenoid output images of the normal electric role solenoid 122c, the first large prize opening solenoid 126c, the second large prize opening solenoid 128c and the movable member drive solenoid 142c and store them in an output port buffer.
[0229] (Step S400-33) The main CPU 300a executes a port output process for outputting the values of the common output buffers stored in the respective output port buffers to the output ports.
[0230] (Step S400-35) The main CPU 300a performs processing to disable interrupts.
[0231] (Step S400-37) The main CPU 300a uses the unused area of the main RAM 300c to perform processing for calculating a base ratio to be displayed on the performance display monitor 184, and executes a performance display monitor control processing for setting common data for displaying the calculated base ratio on the performance display monitor 184 in a common output buffer. In the performance display monitor control processing, the base ratio is calculated for each predetermined period. Here, the performance display monitor 184 may alternate between displaying the base ratio for the current period and the base ratio for the previous period at predetermined time intervals. The base ratio displayed on the performance display monitor 184 may also be switched in response to a predetermined operation. Furthermore, here, when the gaming machine status flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.
[0232] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.
[0233] FIG. 21 is a flowchart illustrating the setting-related processing (S450) according to this embodiment.
[0234] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (setting change status). If it is determined that the flag value is 01H, the process proceeds to step S450-3. If it is determined that the flag value is not 01H, the process proceeds to step S450-15.
[0235] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0236] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s is on, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process proceeds to step S450-9.
[0237] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.
[0238] (Step S450-9) Main CPU 300a determines whether the setting value of the processing region is in the range of 1 to 6. As a result, if it is determined that the setting value is in the range of 1 to 6, it proceeds to step S450-13, and if it is determined that the setting value is not in the range of 1 to 6, it proceeds to step S450-11.
[0239] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.
[0240] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.
[0241] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is on. If it is determined that the setting change switch 180s is on, the setting-related processing ends, but if it is determined that the setting change switch 180s is not on, the processing proceeds to step S450-17.
[0242] (Step S450-17) The main CPU 300a sets a setting-related end designation command indicating the end of the setting-related processing in the transmission buffer.
[0243] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 18. That is, when the setting-related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 hold designation command, the special chart 2 hold designation command, the number of times command, the variable pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0244] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.
[0245] As described above, according to this embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (FIG. 16). After that, the timer interrupt process is executed, but because the gaming machine status flag is set to 01H (setting change status), all processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 20) are stopped, and setting-related processes are executed.
[0246] The setting-related process is repeatedly executed while the setting change switch 180s is on, and during this setting-related process, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to one of multiple stages of setting values in accordance with the setting change operation.
[0247] Then, when the setting change switch 180s is switched off while the gaming machine status flag is set to 01H (setting change status), the setting change process ends and the gaming machine status flag is set to 00H (playable status). This allows the process related to the progress of the game to be executed from the next timer interrupt process.
[0248] Here, in the setting-related processing of this embodiment, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation of the registered setting value has finished, the setting value designation command corresponding to the registered setting value is sent to the sub-control board 330 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value designation command is not sent to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not sent, and when the acceptance of the setting change operation has finished and the state has shifted to one in which game progress can be made, the risk of the registered setting value being obtained fraudulently can be reduced.
[0249] In this embodiment, multiple flag values including at least 01H (setting change state) are switched. When the gaming machine state flag is set to 01H (setting change state), setting-related processing can be executed, and the progress of the game is stopped. In this way, setting-related processing is not executed while the game is in progress, and setting value designation commands are not sent while the game is in progress, reducing the risk of registered setting values being obtained fraudulently.
[0250] Next, among the above-mentioned timer interrupt processing, the switch management processing in step S500, the special game management processing in step S600, and the normal game management processing in step S700 will be described in detail.
[0251] FIG. 22 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to this embodiment.
[0252] (Step S500-1) The main CPU 300a determines whether the gate detection switch is turned on or the normal operation port detection switch is turned on, that is, whether a gaming ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned on, or whether a gaming ball has entered the normal operation port 125 and the detection signal from the normal operation port detection switch 125s has been turned on. If it is determined that the gate detection switch is turned on or the normal operation port detection switch is turned on, the process proceeds to step S510, and if it is determined that the gate detection switch is not turned on or the normal operation port detection switch is not turned on, the process proceeds to step S500-3.
[0253] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the gaming ball through the gate 124 (entry of the gaming ball into the normal operation port 125). Details of this gate passage processing will be described later.
[0254] (Step S500-3) The main CPU 300a determines whether the first start hole detection switch is on, that is, whether a game ball has entered the first start hole 120 and a detection signal has been input from the first start hole detection switch 120s. If it is determined that the first start hole detection switch is on, the process proceeds to step S520, and if it is determined that the first start hole detection switch is not on, the process proceeds to step S500-5.
[0255] (Step S520) The main CPU 300a executes first start hole passage processing based on the entry of the gaming ball into the first start hole 120. Details of this first start hole passage processing will be described later.
[0256] (Step S500-5) The main CPU 300a determines whether the second start hole detection switch is on, that is, whether a game ball has entered the second start hole 122 and a detection signal has been input from the second start hole detection switch 122s. If it is determined that the second start hole detection switch is on, the process proceeds to step S530, and if it is determined that the second start hole detection switch is not on, the process proceeds to step S500-7.
[0257] (Step S530) The main CPU 300a executes second start opening passage processing based on the entry of the gaming ball into the second start opening 122. Details of this second start opening passage processing will be described later.
[0258] (Step S500-7) The main CPU 300a determines whether it is the time when the special prize opening detection switch is detected as being on, that is, whether a gaming ball has entered the first special prize opening 126 and the second special prize opening 128 and a detection signal has been input from the first special prize opening detection switch 126s and the second special prize opening detection switch 128s. If it is determined as a result that it is the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-9, and if it is determined that it is not the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-11.
[0259] (Step S500-9) The main CPU 300a determines whether a big win game or a small win game is currently in progress, and determines whether the game balls have entered the first large win port 126 and the second large win port 128 properly. If it is determined that a big win game or a small win game is not in progress, a predetermined fraud detection process is executed, and if it is determined that a big win game or a small win game is in progress and the game balls have entered the first large win port 126 and the second large win port 128 properly, the main CPU 300a increments the large win port winning ball counter by 1, and sets a large win port winning designation command in the transmission buffer.
[0260] (Step S500-11) The main CPU 300a determines whether the general winning opening detection switch is on, that is, whether a gaming ball has entered the general winning opening 118 and a detection signal has been input from the general winning opening detection switch 118s. As a result, if it is determined that the general winning opening detection switch is on, the process proceeds to step S500-13, and if it is determined that the general winning opening detection switch is not on, the process proceeds to step S500-15.
[0261] (Step S500-13) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.
[0262] (Step S500-15) The main CPU 300a determines whether the out ball detection switch is on, i.e., whether a detection signal has been input from the out ball detection switch 130s. If it is determined that the out ball detection switch is on, the process proceeds to step S500-17, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.
[0263] (Step S500-17) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.
[0264] FIG. 23 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to this embodiment.
[0265] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generator.
[0266] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal symbol reserved ball counter is equal to or greater than 4. As a result, if it is determined that the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is determined that the normal symbol reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.
[0267] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0268] (Step S510-7) The main CPU 300a determines which of the four storage units in the general reserve storage area is the target storage unit in which to save the acquired winning determination random number.
[0269] (Step S510-9) The main CPU 300a saves the winning determination random number acquired in the above step S510-1 in the target storage unit calculated in the above step S510-7.
[0270] (Step S510-11) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer, and terminates the gate passing process.
[0271] FIG. 24 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 according to this embodiment.
[0272] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is used to identify whether the reserved type is special 1 reserved or special 2 reserved, and the special symbol identification value (00H) indicates special 1 reserved, and the special symbol identification value (01H) indicates special 2 reserved.
[0273] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.
[0274] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start gate passing process. Note that this special symbol random number acquisition process is executed using a module common to the second start gate passing process (step S530). Therefore, the details of the special symbol random number acquisition process will be explained after the explanation of the second start gate passing process.
[0275] FIG. 25 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to this embodiment.
[0276] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0277] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.
[0278] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.
[0279] (Step S530-5) The main CPU 300a loads the normal game management phase. Note that, as will be described in detail later, the normal game management phase indicates the stage of the execution process of the normal game, i.e., the progress status of the normal game, and is updated according to the stage of the execution process of the normal game.
[0280] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is "04H." The normal game management phase "04H" indicates that the normal electric device prize opening control process is in progress. In this normal electric device prize opening control process, the normal electric device solenoid 122c is energized and the movable piece 122b is controlled to the open state, so here, it is determined whether the second start opening 122 is in a state in which it can be properly opened. If it is determined that the normal game management phase is not "04H," the second start opening passage process is terminated. If it is determined that the normal game management phase is "04H," the process proceeds to step S530-9.
[0281] (Step S530-9) The main CPU 300a updates the counter value of the normal electric device winning ball number counter to a value obtained by adding "1" to the current counter value, and ends the second start port passage process.
[0282] 26 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 according to this embodiment. This special symbol random number acquisition process is executed using a common module in the first start opening passage process (step S520) and the second start opening passage process (step S530) described above.
[0283] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0284] (Step S535-3) The main CPU 300a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in the above step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in the above step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved number, is loaded.
[0285] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.
[0286] (Step S535-7) The main CPU 300a determines whether the number of reserved balls for the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is determined that the number is equal to or greater than the upper limit, the process proceeds to step S535-21. If it is determined that the number is not equal to or greater than the upper limit, the process proceeds to step S535-9.
[0287] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0288] (Step S535-11) The main CPU 300a determines which of the eight storage units in the special chart reservation storage area is the target storage unit in which the acquired jackpot determination random number is to be saved.
[0289] (Step S535-13) The main CPU 300a obtains the jackpot determination random number loaded in step S535-5, the winning pattern random number updated in step S400-19, the reach group determination random number updated in step S100-69, the reach mode determination random number, and the variation pattern random number, and stores them in the target memory unit calculated in step S535-11.
[0290] (Step S535-15) The main CPU 300a performs a special symbol reserved ball winning order setting process for updating and storing the winning order of the special 1 reserved and special 2 reserved balls stored in the special symbol reserved storage area.
[0291] (Step S536) The main CPU 300a executes an acquisition time effect determination process to perform a provisional big role lottery, provisionally determine a winning symbol, and provisionally determine variable information based on the various random numbers stored in the target memory unit in step S535-13. In this acquisition time effect determination process, a pre-reading designation command indicating variable information to be determined when a newly stored reserved symbol is read is transmitted to the sub-control board 330. This acquisition time effect determination process will be described later.
[0292] (Step S535-17) The main CPU 300a loads the counter values of the special symbol 1 reserved ball number counter and the special symbol 2 reserved ball number counter.
[0293] (Step S535-19) The main CPU 300a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-17 above. Here, the special symbol 1 reservation designation command is set based on the counter value (special 1 reservation number) of the special symbol 1 reservation ball number counter, and the special symbol 2 reservation designation command is set based on the counter value (special 2 reservation number) of the special symbol 2 reservation ball number counter. As a result, each time a special symbol 1 reservation or special symbol 2 reservation is stored, the special symbol 1 reservation number and the special symbol 2 reservation number are transmitted to the sub-control board 330.
[0294] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0295] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 and determines whether it is below the normal electric device winning opening control state described later. If it is determined that it is below the normal electric device winning opening control state, the process proceeds to step S535-25, and if it is determined that it is not below the normal electric device winning opening control state, the special symbol random number acquisition process is terminated.
[0296] (Step S535-25) The main CPU 300a determines whether or not an abnormal winning has occurred, and if it determines that an abnormal winning has occurred, executes a start port abnormal winning error process to perform a predetermined process, and terminates the special pattern random number acquisition process (step S535).
[0297] FIG. 27 is a flowchart illustrating the acquisition time performance determination process (step S536) in the main control board 300 according to this embodiment.
[0298] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number determination table based on the currently set value. Specifically, the main CPU 300a selects a corresponding jackpot determination random number determination table based on the current game state and the currently set value. Then, the main CPU 300a performs a special symbol win provisional determination process to provisionally determine whether a jackpot, a minor win, or a miss is generated based on the selected table and the jackpot determination random number stored in the target memory unit in step S535-13.
[0299] (Step S536-3) The main CPU 300a executes a special symbol provisional determination process for provisionally determining a special symbol. Here, if the result of the provisional big win lottery in step S536-1 (the result derived by the special symbol provisional win determination process) is a big win or a small win, the winning symbol random number, winning type (whether it is a big win or a small win), and reserved type stored in the target memory in step S535-13 are loaded, the corresponding winning symbol random number determination table is selected, special symbol determination data is extracted, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. Also, if the result of the provisional big win lottery in step S536-1 is a loss, a predetermined special symbol determination data for a loss (type of loss symbol) is saved.
[0300] (Step S536-5) The main CPU 300a sets in the transmission buffer a look-ahead symbol type designation command (look-ahead designation command) corresponding to the special symbol determination data saved in step S536-3.
[0301] (Step S536-7) The main CPU 300a determines whether the result derived by the special symbol winning provisional determination process in the above step S536-1 is a big win or a small win. If it is determined to be a big win or a small win, the main CPU 300a proceeds to step S536-9, and if it is determined to be neither a big win nor a small win (a miss), the main CPU 300a proceeds to step S536-11.
[0302] (Step S536-9) The main CPU 300a sets the random number judgment table for determining the reach mode at the big win (see FIGS. 10(b) and 10(c)) or the random number judgment table for determining the reach mode at the small win (see FIGS. 10(d) and 10(e)), and moves the process to step S536-19.
[0303] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13.
[0304] (Step S536-13) The main CPU 300a determines whether the reach group determination random number loaded in step S536-11 above is a fixed value (8500 or greater). Here, the group type is determined by referring to a reach group determination random number determination table, and this reach group determination random number determination table is selected according to the stored number of reserved positions. At this time, the reach group determination random number is acquired from a range of 0 to 10006, and if the value of the reach group determination random number is 8500 or greater, the same reach group determination random number determination table is selected regardless of the number of reserved positions. If the value of the reach group determination random number is less than 8500, a different reach group determination random number determination table is selected depending on the number of reserved positions. Hereinafter, among the reach group determination random numbers, values in the range of 0 to 8499, which select different reach group determination random number determination tables depending on the number of reserved positions, are referred to as indefinite values, and values in the range of 8500 to 10006, which select the same reach group determination random number determination table regardless of the number of reserved positions, are referred to as fixed values. If it is determined that the reach group determination random number loaded in step S536-11 above is a fixed value (8500 or more), processing proceeds to step S536-15, and if it is determined that the reach group determination random number loaded in step S536-11 above is not a fixed value (8500 or more), processing proceeds to step S536-27.
[0305] (Step S536-15) The main CPU 300a sets a reach group determination random number judgment table (see FIG. 8). Note that there are multiple types of reach group determination random number judgment tables provided depending on the number of reserved positions, but here, a table to be used when the number of reserved positions is 0 is selected. Then, a reach group (group type) is provisionally determined based on the set reach group determination random number judgment table and the reach group determination random number stored in the target memory unit in step S535-13 above.
[0306] (Step S536-17) The main CPU 300a sets the reach mode determination random number judgment table (see FIG. 10(a)) when losing, which corresponds to the group type provisionally determined in step S536-15, and moves the process to step S536-19.
[0307] (Step S536-19) The main CPU 300a provisionally determines a variation mode number based on the reach mode determination random number judgment table set in the above step S536-9 or step S536-17 and the reach mode determination random number stored in the target memory unit in the above step S535-13. Here, a variation pattern random number judgment table is provisionally determined together with the variation mode number.
[0308] (Step S536-21) The main CPU 300a sets in the transmission buffer a read-ahead designation variation mode command (read-ahead designation command) corresponding to the variation mode number provisionally determined in step S536-19.
[0309] (Step S536-23) The main CPU 300a provisionally determines a variation pattern number based on the variation pattern random number determination table provisionally determined in the above step S536-19 and the variation pattern random number stored in the target storage unit in the above step S535-13.
[0310] (Step S536-25) The main CPU 300a sets the look-ahead designated variation pattern command (look-ahead designation command) corresponding to the variation pattern number provisionally determined in the above step S536-23 in the transmission buffer, and ends the effect determination process at the time of acquisition.
[0311] (Step S536-27) The main CPU 300a sets in the transmission buffer an indefinite value command (pre-read specified variable mode command and pre-read specified variable pattern command = 7FH) indicating that the group type, i.e., the variable presentation pattern, will change depending on the number of holds when the hold is read out for the hold newly stored in the target memory unit, and terminates the presentation determination process at the time of acquisition.
[0312] 28 is a diagram illustrating the special game management phase according to this embodiment. As already explained, in this embodiment, a special game triggered by a game ball entering the first start gate 120 or the second start gate 122 and a normal game triggered by a game ball passing through the gate 124 (entry of the game ball into the normal operation gate 125) proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such special games by the special game management phase.
[0313] As shown in FIG. 28, the main ROM 300b stores a plurality of special game control modules for controlling the execution of special games, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H", a module for executing "special symbol change waiting processing" is called, when the special game management phase is "01H", a module for executing "special symbol change in progress processing" is called, when the special game management phase is "02H", a module for executing "special symbol stop symbol display processing" is called, when the special game management phase is "03H" or "07H", a module for executing "large prize opening pre-processing" is called, when the special game management phase is "04H" or "08H", a module for executing "large prize opening opening control processing" is called, when the special game management phase is "05H" or "09H", a module for executing "large prize opening closure valid processing" is called, and when the special game management phase is "06H" or "0AH", a module for executing "large prize opening end wait processing" is called.
[0314] FIG. 29 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0315] (Step S600-1) The main CPU 300a loads the special game management phase.
[0316] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1.
[0317] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.
[0318] (Step S600-7) The main CPU 300a loads a special game timer that manages the control time of the special game, and ends the special game management process.
[0319] 30 is a flowchart illustrating the special symbol change waiting process in the main control board 300. This special symbol change waiting process is executed when the special game management phase is "00H".
[0320] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball counter, that is, the special 2 reserved number (X2) is "1" or more. As a result, if it is determined that the special 2 reserved number (X2) is "1" or more, the process moves to step S610-7, and if it is determined that the special 2 reserved number (X2) is not "1" or more, the process moves to step S610-3.
[0321] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number (X1), is greater than or equal to 1. As a result, if it is determined that the special 1 reserved number (X1) is greater than or equal to 1, the process proceeds to step S610-7, and if it is determined that the special 1 reserved number (X1) is not greater than or equal to 1, the process proceeds to step S610-5.
[0322] (Step S610-5) The main CPU 300a sets the customer waiting designation command in the transmission buffer, executes customer waiting setting processing for setting the state to customer waiting, and ends the special symbol change waiting processing.
[0323] (Step S610-7) The main CPU300a transfers the special 2 reserve stored in the first to fourth storage units of the second special symbol reserve storage area, or the special 1 reserve stored in the first to fourth storage units of the first special symbol reserve storage area, to a storage unit with a smaller ordinal number by one. Specifically, in the above step S610-1, when it is determined that the number of special symbol 2 reserved balls is "1" or more, the special 2 reserve stored in the second to fourth storage units of the second special symbol reserve storage area is transferred to the first to third storage units. In addition, the main RAM300c is provided with a 0th storage unit to be processed, and the special 2 reserve stored in the 1st storage unit is block-transferred to the 0th storage unit. Also, in the above step S610-3, if it is determined that the number of reserved balls for special symbol 1 is "1" or more, the special symbol 1 reserved balls stored in the second to fourth memory units of the first special symbol reserved memory area are transferred to the first to third memory units, and the special symbol 1 reserved balls stored in the first memory unit are block-transferred to the 0th memory unit. In addition, in this special symbol memory area shift process, the counter value of the target special symbol reserved ball number counter corresponding to the reserved type transferred to the 0th memory unit is subtracted by "1", and a reserved reduction designation command indicating that the special symbol 1 reserved or special symbol 2 reserved has been subtracted by "1" is set in the transmission buffer.
[0324] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a lottery for a major role. This special symbol winning determination process will be described later.
[0325] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine a special symbol. Here, if the determination information (the result of the major role lottery) stored in step S611 is a big win or a small win, the win type (whether it is a big win or a small win) and the reserve type are loaded, and the corresponding winning symbol random number determination table is set. Then, the set winning symbol random number determination table is referenced, and special symbol determination data is extracted using the winning symbol random number transferred to the 0th storage unit, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. On the other hand, if the result of the major role lottery stored in step S611 is a loss, if the reserve type is special 1 reserve, special symbol X is saved as a losing symbol, and if the reserve type is special 2 reserve, special symbol Y is saved as a losing symbol. Here, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.
[0326] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-11. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately light up.
[0327] (Step S612) The main CPU 300a executes a special symbol variable number determination process for determining a variable mode number and a variable pattern number. The details of this special symbol variable number determination process will be described later.
[0328] (Step S610-15) The main CPU 300a loads the fluctuation mode number and fluctuation pattern number determined in step S612, and refers to the fluctuation time determination table to determine fluctuation time 1 and fluctuation time 2. Then, the total time of the determined fluctuation times 1 and 2 is set in the special symbol fluctuation timer.
[0329] (Step S610-17) The main CPU 300a performs a reserve area setting process for storing the game status when the big role lottery is executed in a game status buffer, etc. In addition, in this reserve area setting process, when the result of the big role lottery is a big win, game status information to be set after the big role game, the type of big win symbol (special symbol determination data), etc. are stored in the reserve area of the main RAM 300c.
[0330] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display symbol counter in order to start the variable display of special symbols in the first special symbol display device 160 or the second special symbol display device 162. A counter value is associated with each of the 7-segment segments constituting the first special symbol display device 160 and the second special symbol display device 162, and the segments corresponding to the counter value set in the special symbol display symbol counter are controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable display of the special symbol starts is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is provided separately as a special symbol 1 display symbol counter corresponding to the first special symbol display device 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display device 162, and here, a counter value is set in the counter corresponding to the hold type.
[0331] (Step S610-21) The main CPU 300a loads the counter values of the special symbol 1 reserved ball counter and the special symbol 2 reserved ball counter and sets a special symbol reserved command in the transmission buffer. Here, the special symbol 1 reserved command is set based on the counter value of the special symbol 1 reserved ball counter (special symbol 1 reserved number), and the special symbol 2 reserved command is set based on the counter value of the special symbol 2 reserved ball counter (special symbol 2 reserved number). Also, here, the special symbol winning order command corresponding to the winning order of the special symbol 1 reserved and special symbol 2 reserved stored in step S610-7 above is set in the transmission buffer. As a result, each time the special symbol 1 reserved or special symbol 2 reserved is consumed, the number of special symbol 1 reserved and special symbol 2 reserved, as well as the winning order of each reserved symbol, are transmitted to the sub-control board 330.
[0332] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.
[0333] FIG. 31 is a flowchart illustrating the special symbol winning determination process (S611) according to this embodiment.
[0334] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0335] (Step S611-3) The main CPU 300a loads the registered setting values in the setting value buffer.
[0336] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in step S611-3 is within the normal range. If it is determined that the value is within the normal range, the process proceeds to step S611-11. If it is determined that the value is not within the normal range, the process proceeds to step S611-7.
[0337] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal status).
[0338] (Step S611-9) The main CPU 300a sets the setting abnormality state command (sub-command) in the transmission buffer and ends the special symbol winning determination process. When this setting abnormality state command is sent to the sub-control board 330, a notification that a setting abnormality has occurred is issued.
[0339] (Step S611-11) The main CPU 300a refers to the big win determination random number judgment table corresponding to the information loaded in steps S611-1 and S611-3, and sets the lower and upper limits for determining a big win or a small win.
[0340] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th storage unit with the above-mentioned lower limit value and upper limit value, and performs a determination process (big win lottery) to determine whether a big win or a small win has been won.
[0341] (Step S611-15) The main CPU 300a sets the result of the determination process in step S611-13 as determination information, and ends the special symbol winning determination process.
[0342] FIG. 32 is a flowchart illustrating the special symbol variable number determination process in the main control board 300 according to this embodiment.
[0343] (Step S612-1) The main CPU 300a determines whether the fluctuation pattern selection status flag is 01H or greater. If it is determined that the fluctuation pattern selection status flag is 01H or greater, the process proceeds to step S612-3. If it is determined that the fluctuation pattern selection status flag is not 01H or greater, the process proceeds to step S612-5.
[0344] Here, there are five types of fluctuation pattern selection state flags: 00H, 01H, 02H, 03H, and 04H. Each fluctuation pattern selection state flag indicates a fluctuation state, with 00H corresponding to the normal fluctuation state, 01H corresponding to the first fluctuation state, 02H corresponding to the second fluctuation state, 03H corresponding to the third fluctuation state, and 04H corresponding to the fourth fluctuation state. The fluctuation state determines which table (reach group determination random number determination table, reach mode determination random number determination table, or fluctuation pattern random number determination table) is selected.
[0345] In the first to fourth variation states, it is specified which table to select for each number of times (number of variations) of the pattern variation display in each variation state. Therefore, when the variation pattern selection state flag is 01H or more, the main CPU 300a selects a preset table based on both the variation pattern selection state flag and the number of variations, and determines the variation information by referring to the selected table. On the other hand, in the normal variation state, regardless of the number of variations, it determines the variation information by referring to the table corresponding to the game state being set.
[0346] (Step S612-3) The main CPU 300a increments the fluctuation counter, which counts the number of fluctuations in the current fluctuation state.
[0347] (Step S612-5) The main CPU 300a determines whether the result of the major role lottery in step S611 is a big win or a small win. If it is determined to be a big win or a small win, the process proceeds to step S612-7, and if it is determined to be neither a big win nor a small win (a miss), the process proceeds to step S612-11.
[0348] (Step S612-7) The main CPU 300a loads the variation pattern selection state flag.
[0349] (Step S612-9) When the variation pattern selection status flag loaded in the above step S612-7 is 01H or more, the main CPU300a sets a reach mode determination random number judgment table based on the variation pattern selection status flag and the counter value of the variation number counter. Also, when the variation pattern selection status flag loaded in the above step S612-7 is 00H, the main CPU300a sets a reach mode determination random number judgment table corresponding to the current game status and reserved type.
[0350] (Step S612-11) If the hold type of the read hold is special 2 hold, the main CPU 300a checks the counter value of the special pattern 2 hold ball number counter, and if the hold type of the read hold is special 1 hold, the main CPU 300a checks the counter value of the special pattern 1 hold ball number counter.
[0351] (Step S612-13) The main CPU 300a loads the variation pattern selection state flag.
[0352] (Step S612-15) If the variation pattern selection status flag loaded in step S612-13 is 01H or higher, the main CPU 300a sets a reach group determination random number judgment table based on the variation pattern selection status flag, the counter value of the variation count counter, the hold type, and the number of holds confirmed in step S612-11. On the other hand, if the variation pattern selection status flag loaded in step S612-13 is 00H, the main CPU 300a sets a corresponding reach group determination random number judgment table based on the current game state, the number of holds confirmed in step S612-11, and the hold type. Then, the reach group (group type) is determined based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th memory unit in step S610-7.
[0353] (Step S612-17) The main CPU 300a sets a random number judgment table for determining a reach mode when losing, which corresponds to the group type determined in step S612-15.
[0354] (Step S612-19) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-9 or the above step S612-17 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Here, a variation pattern random number judgment table is determined together with the variation mode number.
[0355] (Step S612-21) The main CPU 300a sets the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-19 in the transmission buffer.
[0356] (Step S612-23) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-19 above and the variation pattern random number transferred to the 0th storage unit in step S610-7 above.
[0357] (Step S612-25) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-23 in the transmission buffer, and ends the special symbol variation number determination process.
[0358] 33 is a flowchart illustrating the special symbol variation process in the main control board 300 according to this embodiment. This special symbol variation process is executed when the special game management phase is "01H".
[0359] (Step S620-1) The main CPU 300a executes a process to update the special symbol variation base counter. The counter value of the special symbol variation base counter is set so that it completes one cycle in a predetermined cycle (for example, 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0360] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 is 0. If the counter value is 0, the process proceeds to step S620-5. If the counter value is not 0, the process proceeds to step S620-9.
[0361] (Step S620-5) The main CPU 300a performs a special symbol fluctuation timer update process to subtract a predetermined value from the timer value of the special symbol fluctuation timer set in step S610-15.
[0362] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol fluctuation timer updated in step S620-5 is 0. If the timer value is 0, the process proceeds to step S620-15. If the timer value is not 0, the process proceeds to step S620-9.
[0363] (Step S620-9) The main CPU 300a updates the special symbol display timer that measures the lighting time of each of the 7-segment displays that make up the first special symbol display device 160 and the second special symbol display device 162. Specifically, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0364] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0." If it is determined that the timer value of the special symbol display timer is "0," the process proceeds to step S620-13. If it is determined that the timer value of the special symbol display timer is not "0," the process during the special symbol variation is terminated.
[0365] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated and ends the special symbol variation process. As a result, each segment constituting the 7-segment display lights up in sequence at predetermined time intervals.
[0366] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0367] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 in the target special symbol display symbol counter. As a result, the determined special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162.
[0368] (Step S620-19) The main CPU 300a sets a special symbol stop designation command, which indicates that a special symbol has been stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, in the transmission buffer.
[0369] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for which the special symbol is stopped and displayed, in the special game timer, and ends the special symbol variation process.
[0370] 34 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to this embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0371] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the special symbol stop symbol display process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S630-3.
[0372] (Step S630-3) The main CPU 300a checks the result of the big role lottery.
[0373] (Step S630-5) The main CPU 300a determines whether the result of the big win lottery is a jackpot. If it is determined to be a jackpot, the process proceeds to step S630-19. If it is determined not to be a jackpot, the process proceeds to step S630-7.
[0374] (Step S630-7) The main CPU 300a executes a count-off management process. Here, the special symbol probability state flag is loaded to check whether the current gaming state is a low-probability gaming state or a high-probability gaming state. If the gaming state is a high-probability gaming state, the counter value of the high-probability count-off counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the high-probability count-off counter, the special symbol probability state flag corresponding to the low-probability gaming state is set. As a result, in a high-probability gaming state, when a special symbol is confirmed a predetermined number of times without winning a jackpot, the gaming state transitions to a low-probability gaming state.
[0375] In addition, a time-saving state flag for identifying whether the game state is a non-time-saving state or a time-saving state is loaded, and it is confirmed whether the current game state is a non-time-saving state or a time-saving state. If the game state is a time-saving state, the counter value of the time-saving count counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the time-saving count counter, a time-saving state flag corresponding to the non-time-saving state is set. As a result, in the time-saving state, when a special symbol is confirmed a predetermined number of times without winning a jackpot, the game state transitions to a non-time-saving state.
[0376] (Step S631) The main CPU 300a performs a variable state update process to update the variable state, which will be described later with reference to FIG.
[0377] (Step S630-11) The main CPU 300a sets a game state confirmation designation command at the time of special symbol determination, which indicates the game state when the special symbol is determined, in a transmission buffer.
[0378] (Step S630-13) The main CPU 300a sets a count command for transmitting the high probability count and the time reduction count updated in the above step S630-7 to the sub-control board 330 in the transmission buffer.
[0379] (Step S630-15) The main CPU 300a determines whether the result of the big role lottery is a small win. If it is determined to be a small win, the process proceeds to step S630-21. If it is determined not to be a small win, the process proceeds to step S630-17.
[0380] (Step S630-17) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. This ends the special game management process based on the reservation of 1, and if special 1 reservation or special 2 reservation is stored, processing to start the variable display of the special symbol based on the next reservation will be performed.
[0381] (Step S630-19) The main CPU 300a resets (sets) the gaming state to the initial state, that is, the low-probability gaming state and the non-time-shortening gaming state.
[0382] (Step S630-21) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.
[0383] (Step S630-23) The main CPU 300a performs a process for setting the maximum number of times a special electric device is activated. Specifically, by referencing the data set in step S630-21, a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as a counter value in the maximum number of times a special electric device is activated counter. This maximum number of times a special electric device is activated counter indicates the number of rounds that can be executed in the big role game that is about to start. Meanwhile, the main RAM 300c is provided with a counter for the number of consecutive times a special electric device is activated, and the current number of rounds is managed by adding "1" to the counter value of the counter for the number of consecutive times a special electric device is activated at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of the counter for the number of consecutive times a special electric device is activated is also executed upon the start of the big role game.
[0384] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 and saves a predetermined opening time as a timer value in the special game timer.
[0385] (Step S630-27) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of a major win game or a minor win game to the sub-control board 330. This opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in the above step S630-25 is set in the transmission buffer.
[0386] (Step S630-29) If the result of the big win lottery confirmed in step S630-3 is a big win, the main CPU 300a updates the special game management phase to "07H", and if it is a small win, updates the special game management phase to "03H" and ends the special symbol stop symbol display process. This starts the big win game or small win game.
[0387] FIG. 35 is a flowchart illustrating the variable state update process in the main control board 300 according to this embodiment.
[0388] (Step S631-1) The main CPU 300a determines whether the fluctuation pattern selection status flag is 01H or greater. If it is determined that the fluctuation pattern selection status flag is 01H or greater, the process proceeds to step S631-3. If it is determined that the fluctuation pattern selection status flag is not 01H or greater, the process proceeds to step S631-9.
[0389] (Step S631-3) The main CPU 300a determines whether the number of changes has reached a specified number of times. If it is determined that the number of changes has reached the specified number of times, the process proceeds to step S631-5. If it is determined that the number of changes has not reached the specified number of times, the process proceeds to step S631-9.
[0390] (Step S631-5) The main CPU 300a resets (to 0) the counter value (number of fluctuations) of the fluctuation number counter.
[0391] (Step S631-7) The main CPU 300a updates the variation pattern selection status flag to 00H.
[0392] (Step S631-9) The main CPU 300a loads the fluctuation pattern selection state flag, sets a fluctuation state designation command corresponding to the loaded fluctuation pattern selection state flag, and ends the fluctuation state update process.
[0393] 36 is a flowchart illustrating the process before opening the special prize opening in the main control board 300 according to this embodiment. This process before opening the special prize opening is executed when the special game management phase is "03H" or "07H."
[0394] (Step S640-1) The main CPU 300a judges whether the timer value of the special game timer is not "0." If it is judged that the timer value of the special game timer is not "0," the main CPU 300a ends the pre-opening process of the special winning port, and if it is judged that the timer value of the special game timer is "0," the process proceeds to step S640-3.
[0395] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation number counter to a value obtained by adding "1" to the current counter value.
[0396] (Step S640-5) The main CPU 300a sets in the transmission buffer a special prize opening designation command for transmitting to the sub-control board 330 the start of opening of the first special prize opening 126 and the second special prize opening 128 (start of a round game).
[0397] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0398] (Step S640-7) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H"), and ends the pre-opening process for the big prize opening.
[0399] FIG. 37 is a flowchart illustrating the process of switching between opening and closing the big prize opening in the main control board 300 according to this embodiment.
[0400] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching number counter is the upper limit value of the special electric accessory opening / closing switching number (the number of times the first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of play). If it is judged that the counter value is the upper limit value, the main CPU 300a ends the large prize opening opening / closing switching process, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641-3.
[0401] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, as well as timer data which is the energization time or de-energization time of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.
[0402] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize opening solenoid energization control process to start energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, or to stop energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c. By executing this large prize opening solenoid energization control process, the start or stop of energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is controlled in steps S400-31 and S400-33 above.
[0403] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the first special winning opening 126 and the second special winning opening 128 in one time.
[0404] (Step S641-9) The main CPU 300a determines whether the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, i.e., whether control processing to start energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c has been performed in the above step S641-5. If it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, the main CPU 300a proceeds to step S641-11, and if it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is not in the energization start state, the main CPU 300a ends the large prize opening open / close switching processing.
[0405] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory open / close switching number counter to a value obtained by adding "1" to the current counter value, and ends the big prize opening open / close switching process.
[0406] 38 is a flowchart illustrating the special prize opening control process in the main control board 300 according to this embodiment. This special prize opening control process is executed when the special game management phase is "04H" or "08H."
[0407] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 is 0. If it is determined that the timer value of the special game timer is not 0, the process proceeds to step S650-5. If it is determined that the timer value of the special game timer is 0, the process proceeds to step S650-3.
[0408] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching number of times. If it is determined that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641.
[0409] (Step S641) In the above step S650-3, if it is determined that the counter value of the special electric accessory opening / closing switching number counter is not the upper limit value of the special electric accessory opening / closing switching number of times, the main CPU 300a executes the processing of the above step S641.
[0410] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball count counter updated in step S500-9 has reached a specified number, i.e., whether the same number of game balls as the maximum number of wins in one round have entered the first special prize opening 126 or the second special prize opening 128. If it is determined that the specified number has not been reached, the main CPU 300a terminates the special prize opening opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0411] (Step S650-7) The main CPU 300a stops the energization of the first major prize opening solenoid 126c and the second major prize opening solenoid 128c and executes the major prize opening closing process required to close the first major prize opening 126 and the second major prize opening 128. As a result, the first major prize opening 126 and the second major prize opening 128 are closed.
[0412] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.
[0413] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("05H" or "09H").
[0414] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the first special prize opening 126 and the second special prize opening 128 have been closed in the transmission buffer, and ends the special prize opening opening control process.
[0415] 39 is a flowchart illustrating the special prize opening closure validity process in the main control board 300 according to this embodiment. This special prize opening closure validity process is executed when the special game management phase is "05H" or "09H."
[0416] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a terminates the special prize opening closure validity process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S660-3.
[0417] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, i.e., whether a preset number of rounds of play have been completed. If it is determined that the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, the process proceeds to step S660-9, and if it is determined that they do not match, the process proceeds to step S660-5.
[0418] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". Note that if the special game management phase is "05H", that is, during control of the small win game, the number of rounds of the small win game is "1", so the determination in step S660-3 above is YES, and the process does not proceed to this step.
[0419] (Step S660-7) The main CPU 300a saves the predetermined special prize opening closing time in the special game timer and ends the special prize opening closing validity process, thereby starting the next round of games.
[0420] (Step S660-9) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.
[0421] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0422] (Step S660-13) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer, and ends the big prize opening closure validity processing.
[0423] 40 is a flowchart illustrating the special prize opening end wait process in the main control board 300 according to this embodiment. This special prize opening end wait process is executed when the special game management phase is "06H" or "0AH".
[0424] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the large prize winning port end wait process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S670-3.
[0425] (Step S670-3) The main CPU 300a executes a state setting process to set the game state after the big win game ends. Here, the game state after the big win game ends is set based on the jackpot symbol that triggered the execution of the big win game. Specifically, if the jackpot symbol that triggered the execution of the big win game is special symbol B or C, the game state is set to a high probability game state and a time-saving game state, and the number of high probability and time-saving times is set to 10,000. Also, if the jackpot symbol that triggered the execution of the big win game is special symbol A, the game state is set to a low probability game state and a time-saving game state, and the number of time-saving times is set to 100.
[0426] In addition, here, a process is also performed to set the fluctuation pattern selection state flag and the number of fluctuations in order to set the fluctuation state after the end of the big win game or the small win game, based on the big win pattern that triggered the execution of the big win game or the small win pattern that triggered the execution of the small win game.
[0427] (Step S670-5) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state to be set after the big win game ends.
[0428] (Step S670-7) The main CPU 300a sets in the transmission buffer the number-of-times designation command corresponding to the high probability number of times and the time-shortening number of times saved in step S670-3 above.
[0429] (Step S670-9) The main CPU 300a sets in the transmission buffer a variable state designation command for transmitting the variable state to be set after the end of the big win game or the small win game.
[0430] (Step S670-11) The main CPU 300a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning slot. As a result, if the special 1 reserve or the special 2 reserve is stored, the variable display of the special symbol will be resumed.
[0431] 41 is a diagram illustrating the normal game management phase according to this embodiment. As already explained, in this embodiment, the processing related to the normal game triggered by the passage of the game ball through the gate 124 (entry of the game ball into the normal game operating port 125) is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such normal game by the normal game management phase.
[0432] As shown in FIG. 41, the main ROM 300b stores a plurality of normal game control modules for controlling the execution of a normal game, and each of these normal game control modules is associated with a normal game management phase. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol change waiting processing" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress processing" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display processing" is called, when the normal game management phase is "03H", a module for executing "normal electric device prize opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric device prize opening opening control processing" is called, when the normal game management phase is "05H", a module for executing "normal electric device prize opening closure enable processing" is called, and when the normal game management phase is "06H", a module for executing "normal electric device prize opening end wait processing" is called.
[0433] FIG. 42 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to this embodiment.
[0434] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0435] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1.
[0436] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.
[0437] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.
[0438] 43 is a flowchart illustrating the normal symbol change waiting process in the main control board 300 according to this embodiment. This normal symbol change waiting process is executed when the normal game management phase is "00H".
[0439] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol reserved ball number counter and determines whether the counter value is "0", that is, whether the normal symbol reserved is "0". As a result, if it is determined that the counter value is "0", the normal symbol change waiting process is terminated, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.
[0440] (Step S710-3) The main CPU 300a transfers the regular symbol reserves (winning random numbers) stored in the first to fourth memory sections of the regular symbol reserve memory area in blocks to the memory section with the next smaller ordinal number. Specifically, the regular symbol reserves stored in the second to fourth memory sections are transferred to the first to third memory sections. The main RAM 300c also has a zeroth memory section to be processed, and the regular symbol reserve stored in the first memory section is transferred to the zeroth memory section. In this regular symbol memory area shift process, the counter value of the regular symbol reserve ball count counter is decremented by "1," and a regular symbol reserve decrement command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.
[0441] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th memory unit, selects a winning determination random number judgment table corresponding to the current game state, performs a regular symbol lottery, and executes a regular symbol winning determination process that stores the lottery results.
[0442] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. In this embodiment, the normal symbol display 168 is composed of one LED lamp, and in the case of a win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 168 is ultimately turned on. For example, in the case of a win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.
[0443] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.
[0444] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning determination random number transferred to the 0th storage unit in the above step S710-3 and the normal symbol variation time data table set in the above step S710-9.
[0445] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in the above step S710-11 in the normal game timer.
[0446] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display symbol counter in order to start the variable display of normal symbols in the normal symbol display device 168. When the counter value of this normal symbol display symbol counter is set to, for example, "0", the normal symbol display device 168 is controlled to be turned on, and when the counter value is set to "1", the normal symbol display device 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter when the variable display of normal symbols starts.
[0447] (Step S710-17) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer.
[0448] (Step S710-19) The main CPU 300a sets the normal pattern designation command in the transmission buffer based on the normal pattern stop pattern number determined in step S710-7 above, i.e., the pattern type (winning pattern or losing pattern) determined by the normal pattern winning determination process.
[0449] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0450] 44 is a flowchart illustrating the normal symbol variation process in the main control board 300 according to this embodiment. This normal symbol variation process is executed when the normal game management phase is "01H".
[0451] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 is 0. If the timer value is 0, the process proceeds to step S720-9. If the timer value is not 0, the process proceeds to step S720-3.
[0452] (Step S720-3) The main CPU 300a updates the normal symbol display timer that measures the lighting time and extinguishing time of the normal symbol display device 168. Specifically, if the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0453] (Step S720-5) The main CPU 300a determines whether the timer value of the normal symbol display timer is "0". As a result, if it is determined that the timer value of the normal symbol display timer is "0", the process proceeds to step S720-7, and if it is determined that the timer value of the normal symbol display timer is not "0", the normal symbol variable process is terminated.
[0454] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display symbol counter. Here, if the counter value of the normal symbol display symbol counter is a counter value indicating that the normal symbol display 168 is turned off, it is updated to a counter value indicating that it is turned on, and if it is a counter value indicating that the normal symbol display 168 is turned on, it is updated to a counter value indicating that it is turned off, and the normal symbol variation processing is terminated. As a result, the normal symbol display 168 will repeatedly turn on and off (flash) at predetermined time intervals over the normal symbol variation time.
[0455] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally turned on or off, and the result of the normal symbol lottery is announced.
[0456] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time for stopping and displaying the normal symbol, in the normal game timer.
[0457] (Step S720-13) The main CPU 300a sets a normal symbol stop command, which indicates that the stop display of the normal symbol has started, in the transmission buffer.
[0458] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0459] 45 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to this embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0460] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is 0. If it is determined that the timer value of the normal game timer is not 0, the main CPU 300a ends the normal symbol stop symbol display process, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S730-3.
[0461] (Step S730-3) The main CPU 300a checks the result of the regular lottery.
[0462] (Step S730-5) The main CPU 300a determines whether the result of the regular lottery is a win. If it is determined to be a win, the process proceeds to step S730-9. If it is determined to be a loss, the process proceeds to step S730-7.
[0463] (Step S730-7) The main CPU 300a updates the normal game management phase to "00H" and ends the normal symbol stop symbol display process. This ends the normal game management process based on the normal symbol reservation of 1, and if the normal symbol reservation is stored, processing to start the variable display of the normal symbol based on the next reservation will be performed.
[0464] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before normal power release in the normal game timer as a timer value.
[0465] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. This starts the opening and closing control of the second start port 122.
[0466] 46 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300 according to this embodiment. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0467] (Step S740-1) The main CPU 300a judges whether the timer value of the normal game timer is not "0." If it is judged that the timer value of the normal game timer is not "0," the normal electric device prize opening pre-opening process is terminated, and if it is judged that the timer value of the normal game timer is "0," the process proceeds to step S741.
[0468] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.
[0469] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric accessory winning opening opening pre-processing.
[0470] Figure 47 is a flowchart explaining the normal electric role winning opening / closing switching process in the main control board 300 according to this embodiment.
[0471] (Step S741-1) The main CPU 300a judges whether the counter value of the normal electric accessory opening / closing switching number counter is the upper limit value of the normal electric accessory opening / closing switching number (the number of times the movable piece 122b opens and closes during one opening / closing control). As a result, if it is judged that the counter value is the upper limit value, the normal electric accessory winning opening opening / closing switching process is terminated, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741-3.
[0472] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (power-on control data or power-off control data) for controlling the power supply to the normal electric role solenoid 122c based on the counter value of the normal electric role opening / closing switching count counter, and timer data which is the power supply time (solenoid power supply time) or power-off time (normal power closing effective time = pause time) of the normal electric role solenoid 122c.
[0473] (Step S741-5) The main CPU 300a executes a normal electric role solenoid energization control process to start energization of the normal electric role solenoid 122c or stop energization of the normal electric role solenoid 122c based on the solenoid control data extracted in the above step S741-3. By executing this normal electric role solenoid energization control process, the start or stop of energization of the normal electric role solenoid 122c is controlled in the above step S400-31 and step S400-33.
[0474] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 in the normal game timer. The timer value saved in the normal game timer here is the maximum opening time of the second start port 122 once.
[0475] (Step S741-9) The main CPU 300a judges whether the normal electric accessory solenoid 122c is in the energization start state, that is, whether the control process to start energizing the normal electric accessory solenoid 122c has been performed in the above step S741-5. As a result, if it is judged to be in the energization start state, the process moves to step S741-11, and if it is judged not to be in the energization start state, the normal electric accessory winning opening opening / closing switching process is terminated.
[0476] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching number counter to a value obtained by adding "1" to the current counter value.
[0477] 48 is a flowchart explaining the normal electric device winning opening control process in the main control board 300 according to this embodiment. This normal electric device winning opening control process is executed when the normal game management phase is "04H".
[0478] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is 0. If it is determined that the timer value of the normal game timer is not 0, the process proceeds to step S750-5. If it is determined that the timer value of the normal game timer is 0, the process proceeds to step S750-3.
[0479] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric accessory opening / closing switching counter is the upper limit value of the normal electric accessory opening / closing switching number. If it is determined that the counter value is the upper limit value, the process proceeds to step S750-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741.
[0480] (Step S741) In the above step S750-3, if it is determined that the counter value of the normal electric role opening / closing switching number counter is not the upper limit value of the normal electric role opening / closing switching number, the main CPU 300a executes the processing of the above step S741.
[0481] (Step S750-5) The main CPU 300a determines whether the counter value of the normal electric device winning ball number counter updated in step S530-9 above has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls during one opening / closing control has entered the second starting opening 122. As a result, if it is determined that the specified number has not been reached, the normal electric device winning opening opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.
[0482] (Step S750-7) The main CPU 300a executes the normal electric accessory closing process required to stop the energization of the normal electric accessory solenoid 122c and close the second start opening 122. As a result, the second start opening 122 is in a closed state.
[0483] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.
[0484] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric accessory winning opening control process.
[0485] 49 is a flowchart explaining the normal electric device winning hole closing validity process in the main control board 300 according to this embodiment. This normal electric device winning hole closing validity process is executed when the normal game management phase is "05H".
[0486] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port closure validity process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S760-3.
[0487] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.
[0488] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the normal electric role winning hole closure valid processing.
[0489] 50 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300 according to this embodiment. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".
[0490] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port end wait process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S770-3.
[0491] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the normal electric accessory winning port end wait process. As a result, if a normal symbol reservation is stored, the variable display of the normal symbol will be resumed.
[0492] As described above, the main control board 300 executes various processes to allow the special game and the normal game to proceed, and while these games are in progress, the sub-control board 330 performs control to execute various effects based on commands sent from the main control board 300. An example of the effects will be described below.
[0493] FIG. 51 is a diagram illustrating an example of a presentation stage in an initial state according to this embodiment. In this embodiment, in a normal gaming state (a low-probability gaming state and a non-time-saving gaming state), three presentation stages are provided: a first stage, a second stage, and a third stage. Here, the presentation stage is a classification of basic presentation states, and each presentation stage is provided with a background image displayed on the main presentation display unit 200a and background music output from the audio output device 206. Note that the number of presentation stages may be plural, and may be, for example, four or more.
[0494] When the performance stage is set to the first stage, as shown in Figure 51(a), a seaside background image is displayed on the main performance display unit 200a, and background music dedicated to the first stage is output from the audio output device 206.
[0495] Also, when the performance stage is set to the second stage, as shown in FIG. 51(b), a forest background image is displayed in the main performance display section 200a, and background music dedicated to the second stage is output.
[0496] When the performance stage is set to the third stage, as shown in Figure 51 (c), a space background image is displayed on the main performance display section 200a, and background music dedicated to the third stage is output.
[0497] In this embodiment, as shown in Figures 51(a) and (b), the background images of the first and second stages are images of actual scenery (live-action images), while the background image of the third stage is an animated image, as shown in Figure 51(c).
[0498] These first to third stages are switched to a predetermined stage when a stage change condition for changing the stage is met. For example, the stage change condition may be met when the number of variable effects executed since the predetermined stage was set exceeds a minimum number of times (e.g., 20 times) and a variable effect with a change time longer than a predetermined time (e.g., 3 seconds) is executed. Furthermore, in order to prevent a situation in which the stage remains unchanged, such as when a large number of reserved memories are stored and variable information with a change time longer than the minimum number of times is not determined even if the minimum number of times is exceeded, or when variable information with a change time longer than the predetermined time is determined due to a win in a pre-reading effect, the stage change may be suppressed. To prevent this situation from continuing, the stage change condition may be met when the number of variable effects executed since the predetermined stage was set reaches a forced change number (e.g., 30 times) greater than the minimum number of times, regardless of whether the change time (e.g., 3 seconds) is longer than the predetermined time. Alternatively, the stage change condition may be met when a lottery for determining whether or not to change the stage is won.
[0499] In this embodiment, when the currently set presentation stage is the first stage and a presentation stage change condition is met, the stage is switched to the second stage. Also, when the currently set presentation stage is the second stage and a presentation stage change condition is met, the stage is switched to the third stage. Also, when the currently set presentation stage is the third stage and a presentation stage change condition is met, the stage is switched to the first stage. In this way, by periodically changing the presentation stage, it is possible to eliminate the player's sense of fatigue. Note that when the presentation stage change condition is met and the presentation stage is switched, a stage change effect is executed. The stage change effect will be described later.
[0500] 52 is a diagram illustrating the effect symbols 210a, 210b, and 210c in the normal game mode according to this embodiment. As described above, when a big role lottery is performed in the main control board 300, a variation mode number and a variation pattern number are determined, and a variation command is sent to the sub-control board 330. The sub-control board 330 determines an execution pattern for the variation effect based on the received variation command, and controls the execution of the variation effect according to the determined execution pattern.
[0501] There are many execution patterns for the variable effects, but they all have in common that three effect symbols 210a, 210b, and 210c are displayed in a variable manner on the main effect display section 200a and then displayed stationary.
[0502] In this embodiment, when the game state is a normal game state (a low probability game state and a non-time-saving game state), that is, when the presentation stage is any of the first to third stages, the presentation patterns 210a, 210b, and 210c are displayed in a variable pattern in the pattern arrangement pattern shown in Figure 52.
[0503] Figure 53 is a diagram illustrating the details of the effect symbols 210a, 210b, and 210c in the first to third stages according to the embodiment. As shown in Figure 53, the effect symbols 210a, 210b, and 210c in the first to third stages are composed of a number image 210x with a number written on it and a character image 210y. The number image 210x and the character image 210y are in one-to-one correspondence, and a different character image 210y is set for each number image 210x. In other words, the effect symbols 210a, 210b, and 210c in the first to third stages have multiple types (9 types) of display modes.
[0504] 54 is a diagram illustrating the display priority of images related to the variable effects according to the embodiment. The main effect display unit 200a is configured by stacking multiple layers on which images are displayed. Each image displayed on the main effect display unit 200a is associated with a predetermined dedicated layer for each image type.
[0505] Each layer is assigned a display priority, and when an image is simultaneously displayed on both a layer with a relatively high display priority and a layer with a relatively low display priority, in the area where the display areas of the images overlap, the image displayed on the layer with the high display priority is given priority and displayed on the main performance display unit 200a.
[0506] Specifically, as shown in Figure 54, the display priority is specified to be increasing in the following order: background image, development image (Figures 61(a)-(b)), performance patterns 210a, 210b, 210c, various preview performance images (Figure 64), and stage change image (Figure 67(b)).
[0507] As described above, in this embodiment, the higher the display priority of an image displayed on a layer, the higher the display priority of the image displayed on the main effect display unit 200a. For example, when images with different display priorities are displayed in the same display range, the image displayed on the layer with the relatively higher display priority is visible. On the other hand, when images with different display priorities are displayed in the same display range, the visibility of the image displayed on the layer with the relatively lower display priority is impaired.
[0508] Furthermore, even when images displayed on layers with different display priorities are displayed in the same display range, if only a portion of the display range of the images overlaps, the visibility of the image displayed on the layer with a relatively lower display priority will not be impaired in the portion where the display ranges of the images do not overlap.
[0509] For example, when a stage change image (Figure 67(b)) is displayed across the entire main performance display section 200a, the stage change image (Figure 67(b)) obstructs the visibility of images other than the stage change image (Figure 67(b)) on the main performance display section 200a (background image, development image, performance patterns 210a, 210b, 210c, various preview performance images (Figure 64)), making them impossible to see.
[0510] 54 shows an example of the priority of images related to variable effects, but the priority can be changed as appropriate depending on the content of the effect, for example, the effect patterns 210a, 210b, 210c during a stop display (a stop display that is not a temporary stop) are different from the effect patterns 210a, 210b, 210c during variable display and have a higher priority than the stage change image, and as for preview effects, it is also possible to set a lower display priority for some preview effects than the effect patterns 210a, 210b, 210c during variable display. Also, although not shown in FIG. 54, hold displays and menu displays 222 (see FIG. 79) may be set to have a higher priority than stage change images.
[0511] As described above, in this embodiment, a live-action image is displayed as the background image in the first and second stages, and an animated image is displayed as the background image in the third stage. Live-action images have a relatively high saturation compared to animated images. When the effect symbols 210a, 210b, and 210c are displayed in a frozen state so as to be superimposed on such a live-action image with a relatively high saturation, the visibility of the effect symbols 210a, 210b, and 210c may be reduced. Therefore, in this embodiment, when the effect symbols 210a, 210b, and 210c are displayed in a frozen state in the first and second stages, a process is performed to reduce the saturation of the background image by blurring the background image to make it unclear. This reduces the risk of the visibility of the effect symbols 210a, 210b, and 210c being reduced when the effect symbols 210a, 210b, and 210c are displayed in a frozen state so as to be superimposed on a live-action background image. In this embodiment, the stop display of the performance symbols 210a, 210b, and 210c includes a temporary stop display that is not completely stopped, but is displayed as if it is slightly shaking.
[0512] In addition, when the performance symbols 210a, 210b, and 210c are stopped and displayed, each of the performance symbols 210a, 210b, and 210c may perform a predetermined action (for example, the character image 210y may change its posture, or the number image 210x may rotate). In this case, by blurring the background image as described above, it is possible to relatively improve the visibility of the performance symbols 210a, 210b, and 210c that perform the predetermined action, thereby improving the performance effect.
[0513] As described above, when a major role lottery is performed on the main control board 300, a variable effect is executed to notify the result of the major role lottery while the special symbols are being displayed, i.e., over the period of time the special symbols are being displayed. In this variable effect, a background image corresponding to the currently set performance stage is displayed on the main performance display unit 200a, and performance symbols 210a, 210b, and 210c are displayed superimposed on this background image. During the variable effect, sound is output from the audio output device 206 in accordance with the image displayed on the main performance display unit 200a, the performance lighting device 204 is controlled to light up, and the performance role device 202 is controlled to move.
[0514] The variation effects of this embodiment are roughly divided into a no-reach variation pattern and a reach variation pattern. First, the case where the variation effect of the no-reach variation pattern is executed will be described in detail below.
[0515] Fig. 55 is a first diagram illustrating an example of a variation presentation of a no-reach variation pattern in the first stage according to this embodiment. Also, Fig. 56 is a second diagram illustrating an example of a variation presentation of a no-reach variation pattern in the first stage according to this embodiment. Note that Fig. 55 and Fig. 56 show a case where a variation presentation of a no-reach variation pattern with a variation time longer than a predetermined time (for example, 3 seconds) is executed in the first stage.
[0516] As shown in Figure 55(a), suppose that the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates that the big role lottery result is a miss, so as to be superimposed on the background image of the first stage. At this time, the background image of the first stage is displayed with a relatively large degree of blurring (hereinafter referred to as large blurring).
[0517] In this state, a non-reach variable pattern with a variable time longer than a predetermined time (for example, 3 seconds) is executed. In this case, when a new special symbol is displayed, the three symbols 210a, 210b, and 210c begin to scroll slowly as the special symbol starts to display. During the slow scrolling, the player can distinguish the symbols 210a, 210b, and 210c. At this time, the background image of the first stage is displayed with a medium degree of blur (hereinafter referred to as "medium blur").
[0518] After that, as shown in FIG. 55(c), the three effect symbols 210a, 210b, and 210c switch from slow scrolling to fast scrolling. The downward-pointing white arrows in the figure indicate that the effect symbols 210a, 210b, and 210c are being scrolled vertically at high speed (fast scrolling). During fast scrolling, it becomes impossible or difficult for the player to distinguish the effect symbols 210a, 210b, and 210c. At this time, the background image of the first stage is displayed without blurring (hereinafter referred to as "no blurring"). That is, when the effect symbols 210a, 210b, and 210c transition from a static display state (FIG. 55(a)), via slow scrolling (FIG. 55(b)), to fast scrolling (FIG. 55(c)), the degree of blurring transitions from large to medium to no blurring. In other words, when the effect patterns 210a, 210b, and 210c transition from a stopped display state to a high-speed scroll state via a slow scroll state, the background image changes so that the degree of blurring gradually decreases. Note that the background image becomes less clear when the degree of blurring is large compared to when the degree of blurring is medium. Also, the background image becomes less clear when the degree of blurring is medium compared to when there is no blurring.
[0519] In this embodiment, when blurring a background image that is not blurred, the degree of blurring of the background image is changed by gradually changing the parameters that specify the degree of blurring over time.
[0520] However, background images with different degrees of blur may be prepared in advance. In this case, when the performance patterns 210a, 210b, and 210c move from a stopped display state (Fig. 55(a)) to a high-speed scroll state (Fig. 55(c)) via a slow scroll state (Fig. 55(b)), the background images with different degrees of blur may be displayed one after another.
[0521] Then, as shown in FIG. 55(d), first, the effect pattern 210a switches from high-speed scrolling to low-speed scrolling, and then, as shown in FIG. 56(a), the effect pattern 210a is displayed in a stopped state. At this time, when the effect pattern 210a switches from high-speed scrolling to low-speed scrolling, a blurred background image is displayed. Also, when the effect pattern 210a is displayed in a stopped state, a large blurred background image is displayed. In other words, when the effect pattern 210a transitions from high-speed scrolling to low-speed scrolling to a stopped state, the background image changes so that the degree of blur gradually increases.
[0522] Thereafter, as shown in FIG. 56(b), the effect pattern 210c switches from fast scrolling to slow scrolling, and then, as shown in FIG. 56(c), the effect pattern 210c different from the effect pattern 210a is displayed stopped.
[0523] After that, as shown in Fig. 56(d), the effect symbol 210b switches from high-speed scrolling to low-speed scrolling, and then the variable display of the special symbol ends, and the effect symbol 210b is displayed as stopped, as shown in Fig. 56(e), at almost the same timing as the special symbol is stopped and displayed on the first special symbol display device 160. The result of the big role lottery will be notified to the player depending on the final stopped display mode of the three effect symbols 210a, 210b, and 210c at this time.
[0524] As described above, in this embodiment, in the first stage, when at least one of the effect symbols 210a, 210b, and 210c switches from high-speed scrolling to slow scrolling and then to a static display, the background image changes so that the degree of blur gradually increases. However, the background image may also be changed so that the degree of blur gradually increases during the period from when at least one of the effect symbols 210a, 210b, and 210c switches from high-speed scrolling to slow scrolling until all of the effect symbols 210a, 210b, and 210c are statically displayed. In either case, it is sufficient that the degree of blur of the background image is large when all of the effect symbols 210a, 210b, and 210c are statically displayed. In this way, by increasing the degree of blur of the background image, it is possible to naturally guide the player's gaze to the effect symbols 210a, 210b, and 210c.
[0525] As described above, the player can distinguish the effect symbols 210a, 210b, and 210c during slow scrolling, but cannot distinguish the effect symbols 210a, 210b, and 210c during fast scrolling. Therefore, by changing the degree of blurring of the background image while the player is able to distinguish the effect symbols 210a, 210b, and 210c and is paying attention to the effect symbols 210a, 210b, and 210c, it becomes possible to make it difficult for the player to notice that the degree of blurring of the background image has changed. This makes it possible to reduce the risk of the player feeling uncomfortable.
[0526] Figure 57 is a third diagram illustrating an example of a variation effect of a no-reach variation pattern in the first stage according to this embodiment. Note that Figure 57 illustrates a case where a variation effect of a no-reach variation pattern with a variation time of a predetermined time (for example, 3 seconds) or less is executed in the first stage.
[0527] As shown in Figure 57(a), suppose that the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates that the big role lottery result is a miss, so as to be superimposed on the background image of the first stage. At this time, the background image of the first stage is displayed in a large blur.
[0528] In this state, when a variable effect of a no-reach variable pattern with a variable time of less than a predetermined time (for example, 3 seconds) is executed, when a new variable display of a special symbol is performed, as shown in Fig. 57(b), high-speed scrolling of three effect symbols 210a, 210b, 210c begins with the start of the variable display of the special symbol. At this time, the degree of blurring of the background image of the first stage is maintained at large blurring.
[0529] After that, as shown in FIG. 57(c), the variable display of the special symbol ends, and the three effect symbols 210a, 210b, and 210c are displayed statically at approximately the same timing as the special symbol is displayed statically on the first special symbol display device 160. At this time, the degree of blurring of the background image of the first stage is maintained at large blurring. When the variable time is less than a predetermined time (e.g., 3 seconds), if the degree of blurring of the background image changes significantly within a short period of time, it may strain the player's eyes. In this embodiment, when the variable time is less than a predetermined time (e.g., 3 seconds), the degree of blurring is maintained at large blurring without changing, thereby suppressing the risk of reducing the visibility of the effect symbols 210a, 210b, and 210c and suppressing the risk of straining the player's eyes.
[0530] In addition, in the variation presentation of the no-reach variation pattern in the second stage, the degree of blurring of the background image is controlled in the same way as in the variation presentation of the no-reach variation pattern in the first stage described above, except that a background image corresponding to the second stage is displayed as the background image.
[0531] Fig. 58 is a first diagram illustrating an example of a variation presentation of a no-reach variation pattern in the third stage according to this embodiment. Also, Fig. 59 is a second diagram illustrating an example of a variation presentation of a no-reach variation pattern in the third stage according to this embodiment. Note that Fig. 58 and Fig. 59 show a case where a variation presentation of a no-reach variation pattern with a variation time longer than a predetermined time (for example, 3 seconds) is executed in the third stage.
[0532] As shown in Figure 58(a), suppose that the effect symbols 210a, 210b, and 210c are displayed stopped in a combination that indicates that the big role lottery result is a miss, so as to be superimposed on the background image of the third stage. At this time, the background image of the third stage is displayed without blurring.
[0533] In this state, when a variable effect of a variable pattern without a reach that has a variable time longer than a predetermined time (for example, 3 seconds) is executed, when a new variable display of a special symbol is performed, as shown in Fig. 58(b), the three variable effect symbols 210a, 210b, and 210c start to scroll at a slow speed with the start of the variable display of the special symbol. At this time, the background image of the third stage is displayed without blurring.
[0534] After that, as shown in Figure 55(c), the three effect symbols 210a, 210b, and 210c switch from slow scrolling to fast scrolling. At this time, the background image of the third stage is displayed without blurring. In other words, when the effect symbols 210a, 210b, and 210c move from a stopped display state (Figure 58(a)) to fast scrolling (Figure 58(c)) via slow scrolling (Figure 58(b)), the degree of blurring of the background image of the third stage does not change from no blurring.
[0535] Then, as shown in Fig. 58(d), first, the performance pattern 210a switches from high-speed scrolling to low-speed scrolling, and then, as shown in Fig. 59(a), the performance pattern 210a is displayed stationary. At this time, when the performance pattern 210a switches from high-speed scrolling to low-speed scrolling, the degree of blurring of the background image of the third stage is not changed from no blurring.
[0536] After that, as shown in Fig. 59(b), the effect pattern 210c switches from high-speed scrolling to low-speed scrolling, and then, as shown in Fig. 59(c), the effect pattern 210c different from the effect pattern 210a is displayed stationary. At this time, the degree of blurring of the background image of the third stage is not changed from no blurring.
[0537] After that, as shown in Fig. 59(d), the effect symbol 210b switches from high-speed scrolling to low-speed scrolling, and then the variable display of the special symbol ends, and the effect symbol 210b is displayed stationary as shown in Fig. 59(e) at almost the same timing as the special symbol is displayed stationary on the first special symbol display device 160. At this time, the degree of blurring of the background image of the third stage is not changed from no blurring.
[0538] As described above, in this embodiment, the background image of the third stage is an animated image. In this embodiment, when the effect symbols 210a, 210b, and 210c are displayed in a static state so as to be superimposed on the animated background image, there is no risk of the visibility of the effect symbols 210a, 210b, and 210c decreasing, or the visibility is relatively low compared to that of live-action images, so the degree of blurring of the animated background image is maintained without blurring. This makes it possible to reduce the risk that the degree of blurring of the animated image displayed as the background image changes, which may cause the player to feel uncomfortable.
[0539] In this embodiment, the reach fluctuation pattern is roughly divided into a normal reach fluctuation pattern, an advanced reach fluctuation pattern, and a pseudo-continuous reach fluctuation pattern. First, the normal reach fluctuation pattern will be explained below. Figure 60 is a diagram explaining an example of the fluctuation presentation of the normal reach fluctuation pattern in the first stage according to this embodiment.
[0540] In the normal reach variation pattern, similar to the variation of the no-reach variation pattern, the variation display of the special pattern begins with the start of the variation display of the special pattern, and the variation display of the performance patterns 210a, 210b, and 210c begins (Figures 55(a) to (c)). Thereafter, the performance pattern 210a switches from high-speed scrolling to low-speed scrolling (Figure 55(d)), and the performance pattern 210a is displayed as stopped, as shown in Figure 60(a).
[0541] Thereafter, the effect pattern 210c switches from high speed scrolling to low speed scrolling (FIG. 60(b)), and the effect pattern 210c identical to the effect pattern 210a is displayed stopped as shown in FIG. 60(c).
[0542] In this way, when the main effect display unit 200a displays the same effect symbols 210a, 210c in a reach mode in which they are stopped, the word "reach" is superimposed on the main effect display unit 200a, as shown in Figure 60(d). Note that there are multiple reach modes, and the same effect symbols 210a, 210c with any of the numbers "1" to "9" written on them are stopped and displayed. During this time, as shown in Figure 60(d), the variable display of the effect symbol 210b continues, and then, finally, an effect symbol 210b different from the effect symbols 210a, 210c is stopped and displayed, and the player is notified that the result of the big role lottery was a loss.
[0543] Then, even when the variation effect of the normal reach variation pattern is executed in the first stage, when the effect pattern 210a switches from high-speed scrolling to low-speed scrolling, a blurred background image is displayed, and when the effect pattern 210a is stopped and displayed, a large blurred background image is displayed. In other words, when the effect pattern 210a shifts from high-speed scrolling to a stopped display via low-speed scrolling, the background image changes so that the degree of blur gradually increases.
[0544] In addition, in the variation presentation of the normal reach variation pattern in the second stage, the degree of blurring of the background image is controlled in the same way as in the variation presentation of the normal reach variation pattern in the first stage described above, except that a background image corresponding to the second stage is displayed as the background image.
[0545] On the other hand, in the variation presentation of the normal reach variation pattern in the third stage, a background image corresponding to the third stage is displayed as the background image, and the degree of blurring of the background image of the third stage is controlled so as not to change from no blurring.
[0546] Next, the developed reach variation pattern will be explained. Figure 61 is a diagram for explaining an example of the variation effect of the developed reach variation pattern when a miss occurs in the first stage according to this embodiment. In the variation effect of the developed reach variation pattern, similar to the variation effect of the normal reach variation pattern described above, the main effect display section 200a displays the performance symbols 210a, 210c in a reach mode, and then, as shown in Figure 61(a), a reach development effect is executed in which a predetermined development image (video) is played back and displayed.
[0547] As the development image, for example, a mission is displayed on the main effect display section 200a, and an image for accomplishing the mission is also displayed. Here, the development image for the reach development effect is roughly divided into a miss pattern and a jackpot pattern. The jackpot pattern and the miss pattern are composed of the same content until the end of the effect, and differ in whether or not the mission is accomplished. Therefore, during the reach development effect, the player cannot identify the result of the big role lottery until the end of the variable effect, and the player is given a sense of expectation of a jackpot.
[0548] At this time, as described above, the development image is set to have a relatively higher display priority than the background image, so while the development image is being displayed, the visibility of the background image corresponding to the performance stage is hindered and it becomes invisible. Note that while the development image is being displayed, the performance symbols 210a, 210b, and 210c are displayed in a reduced size and scrolled at high speed in the upper right part of the main performance display section 200a.
[0549] Then, in the development image of the losing pattern, an image indicating failure of the mission is finally displayed, as shown in Fig. 61(b). After that, the development image is hidden and the background image corresponding to the first stage becomes visible. At this time, as shown in Fig. 61(c), three performance symbols 210 are stopped and displayed in a combination that indicates a loss. At this time, a large blurred background image is displayed.
[0550] In addition, in the variation presentation of the advanced reach variation pattern in the second stage, the degree of blurring of the background image is controlled in the same way as in the variation presentation of the advanced reach variation pattern in the first stage described above, except that a background image corresponding to the second stage is displayed as the background image.
[0551] On the other hand, in the variation presentation of the advanced reach variation pattern in the third stage, a background image corresponding to the third stage is displayed as the background image, and the degree of blurring of the background image of the third stage is controlled so as not to change from no blurring.
[0552] Next, the pseudo-continuous reach fluctuation pattern will be explained. Figure 62 is a diagram illustrating an example of the fluctuation presentation of the pseudo-continuous reach fluctuation pattern in the first stage according to this embodiment. In the fluctuation presentation of the pseudo-continuous reach fluctuation pattern, first, similar to the fluctuation presentation of the normal reach fluctuation pattern described above, the variable display of the three performance symbols 210 starts. Then, the performance symbol 210a is stopped and displayed via high-speed scrolling to low-speed scrolling, and thereafter, the performance symbol 210c is stopped and displayed via high-speed scrolling to low-speed scrolling. Then, when the performance symbol 210a is stopped and displayed via high-speed scrolling to low-speed scrolling, the background image changes so that the degree of blur gradually increases.
[0553] Thereafter, as shown in Figures 62(a) and (b), the effect pattern 210b is stopped and displayed via high-speed scrolling followed by low-speed scrolling. At this time, as shown in Figure 62(b), the three effect patterns 210a, 210b, and 210c are stopped and displayed in one of a plurality of types of pseudo modes that have been prepared in advance. In this pseudo mode, for example, the same effect patterns 210b and 210c and the effect pattern 210a with a number "1" smaller than these effect patterns 210b and 210c are stopped and displayed (temporarily stopped and displayed).
[0554] When the three effect symbols 210 are displayed stopped in a pseudo mode (temporarily stopped), the variable display of the three effect symbols 210a, 210b, and 210c is resumed, and they are scrolled at high speed via slow scrolling, as shown in Fig. 62(c). In other words, the pseudo mode can be said to indicate a re-variable display of the effect symbols 210a, 210b, and 210c. Then, when the effect symbols 210a, 210b, and 210c are scrolled at high speed via slow scrolling from the stopped display (temporarily stopped display), the background image changes so that the degree of blurring gradually decreases.
[0555] Then, when the display of the changing performance symbols 210a, 210b, and 210c resumes, the performance symbols 210a and 210c are displayed in a reach mode, as in Figure 60, and thereafter, as shown in Figure 61, the reach development performance is executed in the same manner as the development reach variation pattern, and the result of the big role lottery is notified to the player.
[0556] In this way, the content of the pseudo-continuous reach fluctuation pattern's fluctuation performance until the performance symbols 210a, 210c reach a reach state is different from that of the developed reach fluctuation pattern, and after the reach state is reached, the fluctuation performance proceeds in the same way as the developed reach fluctuation pattern.
[0557] In the pseudo-continuous reach fluctuation pattern, a plurality of fluctuation display patterns of the performance symbols 210a, 210b, and 210c until the reach state is reached are provided, and the number of temporary stop displays of the performance symbols 210a, 210b, and 210c, in other words, the number of times of variable display of the performance symbols 210a, 210b, and 210c, is different for each fluctuation display pattern. This variable display pattern is determined by a fluctuation mode command, and the selection ratio of the fluctuation mode command when a jackpot is won and when a jackpot is lost is set so that the more the number of temporary stop displays (variable displays) of the performance symbols 210a, 210b, and 210c, the higher the possibility (hereinafter referred to as "reliability") that a jackpot will finally be announced.
[0558] Specifically, if the result of the big role lottery is a big win, the selection ratio of the variable mode command with a large number of variable display times is set higher than the selection ratio of the variable mode command with a small number of variable display times, and if the result of the big role lottery is a loss, the selection ratio of the variable mode command with a small number of variable display times is set higher than the selection ratio of the variable mode command with a large number of variable display times.
[0559] Furthermore, in the main control board 300, the reliability of the pseudo-continuous reach fluctuation pattern is set to be higher than the reliability of the extended reach fluctuation pattern. Therefore, the reliability is suggested by the number of times the performance symbols 210a, 210b, and 210c are temporarily stopped (varied), and the player watches the progress of the performance while hoping that the performance symbols 210a, 210b, and 210c will be temporarily stopped (varied) more often.
[0560] In addition, in the variation presentation of the pseudo-continuous reach variation pattern in the second stage, the degree of blurring of the background image is controlled in the same way as in the variation presentation of the pseudo-continuous reach variation pattern in the first stage described above, except that a background image corresponding to the second stage is displayed as the background image.
[0561] On the other hand, in the variation presentation of the pseudo-continuous reach variation pattern in the third stage, a background image corresponding to the third stage is displayed as the background image, and the degree of blurring of the background image of the third stage is controlled so as not to change from no blurring.
[0562] The execution pattern of the above-mentioned variable performance is determined and controlled by the sub-control board 330 based on the variable command determined by the main control board 300. In other words, it can be said that the execution pattern of the variable performance is determined in cooperation between the main control board 300 and the sub-control board 330.
[0563] FIG. 63 is a diagram illustrating the variable effect determination table according to this embodiment. FIG. 63(a) shows the first half variable effect determination table, and FIG. 63(b) shows the second half variable effect determination table. As described above, when a major role lottery is performed in the main control board 300, a variable command is determined based on the result of the major role lottery, and each determined command is sent to the sub-control board 330. When the sub-control board 330 receives a variable mode command, it obtains a random number from 0 to 249 and references the first half variable effect determination table to determine the execution pattern of the variable effect for the first half based on the obtained random number and the received variable mode command. When a variable pattern command is received, it obtains a random number from 0 to 249 and references the second half variable effect determination table to determine the execution pattern of the variable effect for the second half based on the obtained random number and the received variable pattern command. Note that FIG. 63 shows only a portion of the first half variable effect determination table and the second half variable effect determination table.
[0564] As shown in Fig. 63, according to the first half variable performance determination table, a selection ratio for the execution pattern of the first half variable performance is set for each variable mode number (variation mode command), and according to the second half variable performance determination table, a selection ratio for the execution pattern of the second half variable performance is set for each variable pattern number (variation pattern command). Then, by combining and executing the execution patterns of the determined first and second half variable performances, one variable performance is executed.
[0565] The fluctuation effect of the no-reach fluctuation pattern is executed when "none," indicating that the first-half fluctuation effect will not be executed, is determined as the first-half execution pattern, and when "no-reach 19 seconds," "no-reach 13 seconds," "no-reach 6 seconds," or "no-reach 3 seconds," which correspond to the no-reach fluctuation pattern, are determined as the second-half execution pattern. For example, when a fluctuation mode command corresponding to the fluctuation mode number "01H," indicating that the first-half fluctuation effect will not be executed, is received, the sub-control board 330 always determines "none" as the first-half execution pattern. In addition, a selection ratio is set in the second-half fluctuation effect determination table at this time so that the fluctuation pattern commands that can be received at the same time are "no-reach 19 seconds," "no-reach 13 seconds," "no-reach 6 seconds," or "no-reach 3 seconds."
[0566] On the other hand, the variation effect of the normal reach pattern is executed when "Normal reach 1" or "Normal reach 2" is determined as the execution pattern for the first half, and "Normal reach" is determined as the execution pattern for the second half. Also, the variation effect of the developed reach pattern is executed when any execution pattern other than "none", such as "Normal reach 1", "Normal reach 2", or "Pseudo 2a", is determined as the execution pattern for the first half, and "Development miss 1", "Development miss 2", "Development miss 3", etc. is determined as the execution pattern for the second half.
[0567] As described above, when the sub-control board 330 receives a variation command, it refers to the variation effect determination table to determine the execution pattern of the variation effect. However, the execution pattern of the variation effect determined by the variation effect determination table determines the general flow of the effect, that is, the timetable for one variation effect. Then, based on the variation mode command or variation pattern command, it further determines whether or not to execute the various element effects that make up the variation effect, and the execution pattern.
[0568] Here, the elemental effects refer to, for example, as described above, the variable display of the effect symbols 210a, 210b, and 210c in the main effect display unit 200a, the images displayed on the main effect display unit 200a in the reach development effect, and further, the effect of moving the effect role device 202. In this embodiment, as the elemental effects that make up the variable effects, preview effects are executed at various times during the variable effects.
[0569] Figure 64 is a diagram illustrating an example of a preview effect according to this embodiment. The preview effect shown in Figure 64 is executed when the effect symbols 210a, 210c are in a reach state. Specifically, the preview effect executed when the effect symbols 210a, 210c are in a reach state is, for example, as shown in Figure 64, in which a mini character image is displayed at the bottom of the main effect display section 200a.
[0570] There are multiple execution patterns of the preview effect in which the miniature character image shown in Figure 64 is displayed, and for each execution pattern, the type of miniature character image displayed in the main effect display section 200a is different.
[0571] Such advance notice effects are executed at various pre-set timings during the variable effects. The advance notice effects executed at each timing suggest the reliability of the jackpot, which creates interest for the player as they try to guess the probability that the variable effects will notify them of a jackpot.
[0572] Fig. 65 is a diagram illustrating the preview performance determination table according to this embodiment. As shown in Fig. 65, a plurality of preview performance determination tables are provided for each execution timing of the preview performance. When the variable performance starts, all of these preview performance determination tables are referenced to determine whether or not to execute the preview performance and the execution pattern for each execution timing.
[0573] For ease of understanding, Fig. 65 shows a variation start preview performance determination table that determines whether or not a preview performance is to be executed at the start of a variation performance. As shown in Fig. 65, the preview performance determination table has a selection ratio set for each execution pattern of the preview performance for each variation mode number (variation mode command) or variation pattern number (variation pattern command). Specifically, according to the variation start preview performance determination table shown in Fig. 65, a selection ratio for the execution pattern of the preview performance is set for each of all variation mode commands that can be received.
[0574] Figure 66 is a diagram illustrating a case where a preview effect is executed when the effect symbols 210a, 210c according to this embodiment are in a reach state. As described above, in the first and second stages, when the effect symbols 210a, 210c are in a reach state, the background image is displayed with a large blur. In this case, as shown in Figure 66(a), when a miniature character image is displayed as a preview effect, the miniature character image is displayed without blurring.
[0575] Also, as mentioned above, in the third stage, when the performance symbols 210a and 210c are in a reach state, the background image is displayed without blurring. In this case, when a mini character image is displayed as the above-mentioned notice performance, the mini character image is displayed without blurring.
[0576] In other words, the miniature character image as a preview effect is displayed without blurring, regardless of the degree of blurring of the background image. This makes it possible to suppress the risk of reducing the visibility of the miniature character image, which is used to indicate the reliability of a jackpot, and to suppress the risk of reducing the effect of the effect.
[0577] In this embodiment, the mini character image as a preview effect is executed when the effect patterns 210a, 210c are in a reach state, but it may also be executed during a variable effect that is not in a reach state. In this case, the mini character image as a preview effect executed during a variable effect that is not in a reach state, when the effect patterns 210a, 210c are not in a reach state, may be configured so that its visibility is maximized not immediately after the start of the variable effect, but around the time when the state switches to a non-blurred state (it may start displaying after the blur is released, or the mini character image may be faded in together with the operation to release the blur), and may be configured to be switched to non-display by a fade-out display or the like at the start of the next variable effect.
[0578] FIG. 67 is a first diagram illustrating an example of a stage change effect according to this embodiment. In this embodiment, the stage change effect is executed immediately after the start of the variable effect. However, the execution timing of the stage change effect may be any time the variable effect is being executed, and does not have to be immediately after the start of the variable effect. For example, as shown in FIG. 67(a), suppose that the effect symbols 210a, 210b, and 210c are displayed stopped in a combination that indicates that the big role lottery result was a miss, superimposed on the background image of the first stage. At this time, the background image of the first stage is displayed in a large blur.
[0579] In this state, when a new special symbol is displayed, a stage change image is displayed across the entire main effect display unit 200a for a predetermined period of time, as shown in FIG. 67(b). At this time, the stage change image obscures the visibility of images other than the stage change image in the main effect display unit 200a (the background image, effect symbols 210a, 210b, 210c, and various preview effect images), making them invisible. Furthermore, to make it unclear which effect stage the player is being controlled to during a stage change effect, background music corresponding to the effect stage may not be played, drawing attention to the stage change effect. Alternatively, during a stage change effect, the volume of the background music corresponding to the effect stage may be set to 0 (so-called mute) or may be reduced to a level that the player cannot hear.
[0580] 67(c) and (d), the stage change image is hidden, the background image corresponding to the second stage becomes visible, and the background music corresponding to the second stage is played (the volume increases). At this time, the effect symbols 210a, 210b, and 210c are displayed by high-speed scrolling.
[0581] If the time for the change effect is longer than a predetermined time (for example, 3 seconds), a background image without blurring will be displayed as shown in Figure 67(c). On the other hand, if the time for the change effect is shorter than a predetermined time (for example, 3 seconds), a background image with a large blurring will be displayed as shown in Figure 67(d).
[0582] When the performance stage shifts from the second stage to the third stage, the stage change image is hidden and the background image corresponding to the third stage becomes visible, and the background image corresponding to the third stage is displayed without blurring, regardless of the length of the change time of the change performance.
[0583] FIG. 68 is a second diagram illustrating an example of a stage change effect according to this embodiment. For example, suppose that a stage change effect switching from the third stage to the first stage is executed immediately after the start of the variable effect. For example, as shown in FIG. 68(a), suppose that effect symbols 210a, 210b, and 210c are displayed stopped in a combination indicating that the big role lottery result was a miss, superimposed on the background image of the third stage. At this time, the background image of the third stage is displayed without blurring.
[0584] In this state, when a new special symbol is displayed, as shown in Fig. 68(b), a stage change image is displayed over the entire main effect display section 200a for a predetermined period of time. After that, as shown in Fig. 68(c) and (d), the stage change image is hidden and the background image corresponding to the first stage becomes visible. At this time, the effect symbols 210a, 210b, and 210c are displayed in a high-speed scrolling manner.
[0585] If the time for the change effect is longer than a predetermined time (for example, 3 seconds), a background image corresponding to the first stage without blurring will be displayed as shown in Figure 68(c). On the other hand, if the time for the change effect is shorter than a predetermined time (for example, 3 seconds), a background image corresponding to the first stage with large blurring will be displayed as shown in Figure 68(d).
[0586] FIG. 69 is a diagram illustrating an example of a presentation in a customer waiting state according to this embodiment. As shown in FIG. 69(a), in the variable presentation, the presentation symbols 210a, 210b, and 210c are displayed in a stopped state, indicating that the result of the special symbol lottery was a miss. At this time, if the special symbol variation stop time (determined time) has elapsed and the special 1 reserve and special 2 reserve are not stored, the sub-control board 330 receives a customer waiting command from the main control board 300 and transitions to the customer waiting state. At this time, in the first or second stage, the background image is displayed with a large blur, as shown in FIG. 69(a). On the other hand, in the third stage, the background image is displayed without blur.
[0587] Then, in the case of the first or second stage, when the state transitions to the customer waiting state, the background image remains blurred as shown in Fig. 69(b). On the other hand, in the case of the third stage, when the state transitions to the customer waiting state, the background image remains unblurred. In other words, when the state transitions to the customer waiting state, the degree of blurring of the background image when the effect patterns 210a, 210b, and 210c are finally stopped and displayed in the immediately preceding variable effect is maintained.
[0588] However, in the case of the first or second stage, when a predetermined time (for example, one minute) has passed since the transition to the customer waiting state, the background image may be changed to one without blurring. Also, when a predetermined time (for example, one minute) has passed since the transition to the customer waiting state, the stopped and displayed performance symbols 210a, 210b, 210c may be changed to an initial state, which is a preset combination, and the background image may be changed to one without blurring accordingly. Also, when a predetermined time (for example, one minute) has passed since the transition to the customer waiting state, the performance stage may be changed to a preset initial stage (for example, the first stage), and the background image may be changed to one without blurring accordingly.
[0589] FIG. 70 is a diagram illustrating an example of a presentation effect when power is restored according to this embodiment. When the sub-control board 330 receives a sub-command (power restoration command) from the main control board 300 indicating that the power has been restored after a power outage, and a predetermined condition is met, an initial screen may be displayed as shown in FIG. 70. For example, the initial screen may display a predetermined initial stage (e.g., the first stage) as the presentation stage, and statically display presentation symbols 210a, 210b, and 210c in a predetermined initial mode. At this time, a background image corresponding to the initial stage (e.g., the first stage) may be displayed in a large, blurred state. Furthermore, for example, when the game state is a normal game state (a low-probability game state and a non-time-saving game state), when special 1 reserve and special 2 reserve are not stored, and when the first special symbol display 160 and the second special symbol display 162 are not displaying variable special symbols, i.e., when the game enters a waiting state, the predetermined condition may be met.
[0590] FIG. 71(a) is a diagram illustrating an example of a presentation stage in a state other than the normal game state according to this embodiment. FIG. 71(b) is a diagram illustrating an example of a presentation symbol in a normal game state according to this embodiment. In this embodiment, in a state other than the normal game state (time-shortened game state), the presentation stage is set to the fourth stage. However, in a state other than the normal game state (time-shortened game state), two or more presentation stages may be set.
[0591] When the effect stage is set to the fourth stage, as shown in Fig. 71(a), a spiral background image is displayed on the main effect display unit 200a, and background music dedicated to the fourth stage is output from the audio output device 206. Also, as shown in Fig. 71(a), the background image of the fourth stage is an animated image. However, in a state other than the normal game state (time-saving game state), the background image of the effect stage that can be set may be a live-action image.
[0592] In this embodiment, when the game state is other than the normal game state (time-saving game state), that is, when the effect stage is the fourth stage, the symbol arrangement pattern shown in FIG. 71(b) is displayed in a variable manner. As shown in FIG. 71(b), the effect symbols 210a, 210b, and 210c in the fourth stage are composed of number images with numbers written on them, without any character images. However, the effect symbols 210a, 210b, and 210c in the fourth stage may be composed of character images and number images. In this case, the character images included in the effect symbols 210a, 210b, and 210c in the fourth stage may be less visible (less noticeable) than the character image 210y included in the effect symbols 210a, 210b, and 210c in the first to third stages.
[0593] FIG. 72 is a diagram illustrating an example of a variable effect in the fourth stage according to this embodiment. As described above, the background image of the fourth stage is an animated image. Also, in the fourth stage, effect patterns 210a, 210b, and 210c are displayed, consisting of number images with numbers written on them, without any character images. The visibility of the boundary between the effect patterns 210a, 210b, and 210c that do not include character images and the background image tends to be higher than the visibility of the boundary between the effect patterns 210a, 210b, and 210c that include character images and the background image. Therefore, when the effect patterns 210a, 210b, and 210c that are composed of number images are displayed so as to be superimposed on the animated image, there is no risk of the visibility of the effect patterns 210a, 210b, and 210c decreasing, or it is relatively lower than that in the case of live-action images. Therefore, in the fourth stage, the background image is maintained without blurring, as shown in FIGS. 72(a) to 72(c), regardless of the length of the variable time.
[0594] As described above, in the time-saving game state, the movable piece 122b is more likely to be in the open state than in the non-time-saving game state, making it easier for the game ball to enter the second starting hole 122. Therefore, in the time-saving game state, if the player appropriately releases the game balls, three to four special 2 reserves will always be stored. In this embodiment, a so-called reserve shortening function is also implemented for the special 2 reserves. Therefore, in the time-saving game state, the fluctuation time tends to be shorter than in the non-time-saving game state. Therefore, in a game state other than the normal game state (time-saving game state), even if the background image of the set effect stage is a live-action image, it is preferable to maintain the background image without blurring, regardless of the length of the fluctuation time. This makes it possible to reduce the risk of straining the player's eyes. Next, the processing in the sub-control board 330 for executing the above effects will be described.
[0595] (Sub-CPU initialization process of the sub-control board 330) FIG. 73 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330 according to this embodiment.
[0596] (Step S1000-1) When power is turned on, the sub-CPU 330a reads a CPU initialization processing program from the sub-ROM 330b, and initializes and sets flags and the like stored in the sub-RAM 330c.
[0597] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each effect random number, and thereafter repeats the process of step S1000-3 until an interrupt process is performed. Note that multiple types of effect random numbers are provided, and here, each effect random number is updated asynchronously.
[0598] (Sub-timer interrupt processing of the sub-control board 330) 74 is a flowchart illustrating the sub-timer interrupt processing (S1100) of the sub-control board 330 according to this embodiment. The sub-control board 330 is provided with a reset clock pulse generating circuit (not shown) that generates clock pulses at a predetermined cycle (30 times per second). When this reset clock pulse generating circuit generates clock pulses, the sub-CPU 330a loads a timer interrupt processing program and starts the sub-timer interrupt processing.
[0599] (Step S1100-1) The sub CPU 330a saves the register.
[0600] (Step S1100-3) The sub CPU 330a performs processing to permit an interrupt.
[0601] (Step S1100-5) The sub-CPU 330a performs update processing of various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 is performed, and the decrementing stops when the counter reaches 0.
[0602] (Step S1200) The sub-CPU 330a analyzes the commands stored in the receive buffer of the sub-RAM 330c and performs various processes according to the received commands. When a command is transmitted from the main control board 300, the sub-control board 330 performs a command reception interrupt process, and the command transmitted from the main control board 300 is stored in the receive buffer. Here, the command stored in the receive buffer is analyzed by the command reception interrupt process.
[0603] (Step S1300) The sub-CPU 330a performs device control processing by referring to a timetable (time schedule) to execute processing corresponding to the time stored in the timetable for each performance device. Here, based on the time data set in the timetable, various flags are turned on or off, or control data that controls the output of each performance device is executed, thereby controlling the execution of each performance, including pre-reading performance and variable performance.
[0604] (Step S1100-9) The sub CPU 330a restores the register and ends the sub timer interrupt process.
[0605] Figure 75 is a flowchart illustrating the fluctuation command receiving process executed when a fluctuation command is received, part of the command analysis process according to this embodiment. As described above, the fluctuation command is set in the main control board 300 in step S612-21 (fluctuation mode command) and step S612-25 (fluctuation pattern command) of Figure 32, and then transmitted to the sub-control board 330 by the sub-command transmitting process of step S100-65 (see Figure 17).
[0606] (Step S1220-1) When the variation command is received, the sub-CPU 330a first analyzes and stores the received variation pattern command.
[0607] (Step S1220-3) Sub-CPU 330a acquires the effect random number (0 to 249) updated in step S1000-3 above, and determines and stores an execution pattern for the variable effect in the latter half based on the acquired effect random number and the analysis result in step S1220-1 above.
[0608] (Step S1220-5) The sub-CPU 330a analyzes and stores the received variation mode command.
[0609] (Step S1220-7) Sub-CPU 330a acquires the effect random number (0 to 249) updated in step S1000-3 above, and determines and stores an execution pattern for the first half of the variable effect based on the acquired effect random number and the analysis result in step S1220-5 above.
[0610] (Step S1220-9) The sub-CPU 330a acquires the performance random number (0 to 249) updated in the above step S1000-3 for each preview performance, and based on the acquired performance random number and the analysis results in the above steps S1220-1 and S1220-5, it refers to each preview performance decision table to determine whether or not to execute each preview performance and the execution pattern, and stores the information.
[0611] (Step S1220-11) The sub-CPU 330a executes a stage change determination process to determine whether or not to change the presentation stage. Specifically, for example, when a presentation stage change condition for changing the presentation stage is met, the sub-CPU 330a determines to switch to a predetermined presentation stage.
[0612] (Step S1220-13) The sub-CPU 330a sets the time data of the time table based on the decisions made in each of the above steps, and then ends the variable command reception process. Based on the time table set here, in step S1100-7, the process of displaying an image for variable performance on the main performance display unit 200a, audio output process, lighting control process for the performance lighting device 204, and other performance execution control processes are performed.
[0613] 76 is a flowchart illustrating the customer waiting designation command reception process executed when a customer waiting designation command is received, which is part of the command analysis process. As described above, the customer waiting designation command is set in the main control board 300 by the customer waiting setting process in step S610-5, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65.
[0614] (Step S1230-1) When the sub-CPU 330a receives the customer waiting designation command, it determines whether the current production stage is a predetermined production stage (first stage or second stage). As a result, if the current production stage is the predetermined production stage (first stage or second stage), it moves the process to step S1230-3, and if the current production stage is not the predetermined production stage (first stage or second stage), it ends the customer waiting designation command reception process.
[0615] (Step S1230-3) The sub-CPU 330a maintains the background image corresponding to the current production stage with a large blur, and ends the customer waiting designation command reception process.
[0616] 77 is a flowchart illustrating the power restoration command reception processing in the sub-control board 330. As described above, the power restoration command is set in the main control board 300 in step S100-24, and then transmitted to the sub-control board 330 by the sub-command transmission processing in step S100-65.
[0617] (Step S1240-1) The sub-CPU 330a determines whether a predetermined condition set in advance is met. If the predetermined condition is met, the process proceeds to step S1240-3. If the predetermined condition is not met, the power return command is terminated. As described above, for example, when the game state is a normal game state (a low probability game state and a non-time-saving game state), and the special 1 reserve and the special 2 reserve are not stored, and the first special symbol display 160 and the second special symbol display 162 are not displaying a variable special symbol, that is, when the game enters a customer waiting state, it may be determined that the predetermined condition is met.
[0618] (Step S1240-3) The sub-CPU 330a displays an initial screen (Figure 70) in the main performance display unit 200a, which includes a background image corresponding to a preset initial stage (e.g., the first stage) and performance patterns 210a, 210b, and 210c that are displayed stopped in a preset initial mode.
[0619] (Step S1240-5) The sub-CPU 330a displays the background image corresponding to the initial stage (for example, the first stage) with a large blur, and ends the power restoration command reception process.
[0620] (Time schedule management process of the sub-control board 330) FIG. 78 is a flowchart illustrating the time schedule management process in the sub-control board 330 according to the embodiment.
[0621] (Step S1300-1) The sub-CPU 330a refers to a time table that is set during the execution of the variable performance, and controls the execution of each performance, including the variable performance, by turning various flags on / off and setting commands to be sent to various performance devices according to the current execution time of the variable performance.
[0622] (Step S1300-3) If it is determined in step S1220-11 that the stage change is to be performed, sub-CPU 330a determines whether it is time to perform a stage change. If it is time to perform a stage change, sub-CPU 330a proceeds to step S1300-5. If it is not time to perform a stage change, sub-CPU 330a proceeds to step S1300-17.
[0623] (Step S1300-5) The sub-CPU 330a executes a stage change effect.
[0624] (Step S1300-7) The sub-CPU 330a scrolls and displays the performance symbols 210a, 210b, and 210c at high speed in a layer having a lower display priority than the stage change image.
[0625] (Step S1300-9) Sub-CPU 330a determines whether the destination stage is a predetermined stage (first stage or second stage). If the destination stage is a predetermined stage (first stage or second stage), the process proceeds to step S1300-11. If the destination stage is not a predetermined stage (first stage or second stage), the process proceeds to step S1300-13.
[0626] (Step S1300-11) The sub-CPU 330a determines whether the time period for the variable effect is longer than a predetermined time (for example, 3 seconds). If the time period for the variable effect is longer than the predetermined time (for example, 3 seconds), the process proceeds to step S1300-13. If the time period for the variable effect is equal to or shorter than the predetermined time (for example, 3 seconds), the process proceeds to step S1300-15.
[0627] (Step S1300-13) The sub-CPU 330a displays the background image corresponding to the destination production stage without blurring, and moves the process to step S1300-27.
[0628] (Step S1300-15) The sub-CPU 330a displays the background image corresponding to the destination production stage with large blurring, and moves the process to step S1300-27. Note that if the background image is already being displayed with large blurring, the display of the background image with large blurring is maintained.
[0629] (Step S1300-17) The sub-CPU 330a determines whether it is the timing to start scrolling the effect symbols 210a, 210b, and 210c. If it is the timing to start scrolling, the process proceeds to step S1300-19. If it is not the timing to start scrolling, the process proceeds to step S1300-27. The timing to start scrolling the effect symbols 210a, 210b, and 210c is specifically the start of the variable effect and the re-variable display after the stop display (provisional stop display) in a pseudo mode.
[0630] (Step S1300-19) Sub-CPU 330a determines whether the current rendering stage is a predetermined rendering stage (first stage or second stage). If the current rendering stage is a predetermined rendering stage (first stage or second stage), the process proceeds to step S1300-21. If the current rendering stage is not a predetermined rendering stage (first stage or second stage), the process proceeds to step S1300-27.
[0631] (Step S1300-21) The sub-CPU 330a determines whether the time period for the variable effect is longer than a predetermined time (for example, 3 seconds). If the time period for the variable effect is longer than the predetermined time (for example, 3 seconds), the process proceeds to step S1300-23. If the time period for the variable effect is equal to or shorter than the predetermined time (for example, 3 seconds), the process proceeds to step S1300-25.
[0632] (Step S1300-23) The sub-CPU 330a changes the background image corresponding to the current production stage so that the degree of blurring of the background image gradually decreases from large blurring to no blurring.
[0633] (Step S1300-25) The sub-CPU 330a maintains the display of the background image corresponding to the current production stage with large blur.
[0634] (Step S1300-27) The sub-CPU 330a determines whether it is the timing to start the stop operation or temporary stop operation of the effect symbols 210a, 210b, and 210c. As a result, if it is the timing to start the stop operation or temporary stop operation, the process proceeds to step S1300-29. If it is not the timing to start the stop operation or temporary stop operation, the time schedule management process is terminated. The start timing of the stop operation or temporary stop operation of the effect symbols 210a, 210b, and 210c is the timing when the effect symbol 210a, which is currently scrolling at high speed, changes to slow scrolling or a stopped display (temporary stop display). Also, it is the timing when the effect symbol 210a switches from fast scrolling to slow scrolling before the effect symbols 210a and 210c are stopped and displayed in a reach mode. Also, it is the timing when the effect symbol 210a switches from fast scrolling to slow scrolling before the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in a pseudo mode.
[0635] (Step S1300-29) The sub-CPU 330a determines whether the current rendering stage is a predetermined rendering stage (first stage or second stage). If the current rendering stage is a predetermined rendering stage (first stage or second stage), the sub-CPU 330a proceeds to step S1300-31. If the current rendering stage is not a predetermined rendering stage (first stage or second stage), the sub-CPU 330a terminates the time schedule management process.
[0636] (Step S1300-31) The sub-CPU 330a determines whether the time period for the variable effect is longer than a predetermined time (for example, 3 seconds). If the time period for the variable effect is longer than the predetermined time (for example, 3 seconds), the process proceeds to step S1300-33. If the time period for the variable effect is equal to or shorter than the predetermined time (for example, 3 seconds), the process proceeds to step S1300-35.
[0637] (Step S1300-33) The sub-CPU 330a changes the background image corresponding to the current production stage so that the degree of blurring of the background image gradually increases from no blurring to large blurring, and ends the time schedule management process.
[0638] (Step S1300-35) The sub-CPU 330a maintains the display of the background image corresponding to the current production stage with large blurring, and ends the time schedule management process.
[0639] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.
[0640] In the above embodiment, an example of the application of the present invention to a first-type gaming machine has been described, but the gameplay of the gaming machine to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention can also be applied to a second-type gaming machine and a first-type / second-type mixed gaming machine. Therefore, only one of a big win symbol and a small win symbol may be provided. In any case, the gameplay of the gaming machine to which the present invention can be applied is not particularly limited, and the present invention can be applied to gaming machines of all gameplay types.
[0641] FIG. 79 is a diagram illustrating a menu display according to a modified example. As shown in FIG. 79(a), in the modified example, an effect button image 220 resembling the effect button 208 is displayed in the main effect display section 200a. When the effect button image 220 is operated by the player while it is displayed, a menu display 222 is displayed in the main effect display section 200a, as shown in FIG. 79(b). In the menu display 222, the player may be able to set, for example, the frequency at which effects will appear. In the menu display 222, the player may be able to set the volume and light intensity.
[0642] For example, as shown in Figure 79(a), suppose that the background image is displayed without blurring while the effect symbols 210a, 210b, and 210c are scrolling at high speed. In this case, when the effect button image 220 is operated by the player, the menu display 222 is displayed in the main effect display section 200a, and the background image is displayed with a large blurring, as shown in Figure 79(b). By displaying the background image with a large blurring while the menu display 222 is displayed in this way, the content of the menu display 222 can be more easily seen by the player, thereby improving convenience for the player.
[0643] Regardless of the type of the currently set production stage, the background image may be displayed in a large blur while the menu display 222 is displayed. Alternatively, if a predetermined production stage (first stage or second stage) is set in advance, the background image may be displayed in a large blur while the menu display 222 is displayed.
[0644] It should be noted that the blurring of the background image may be immediately cancelled when the menu display 222 is closed. Alternatively, the blurring of the background image may not be immediately cancelled during the variation effect in which the menu display 222 is closed, but may be cancelled at a timing when the blurring of the background image can be cancelled for the next variation or later.
[0645] Furthermore, when a direction indication image such as a right-hit or left-hit indication that indicates the launch position of the game ball to the player is displayed on the main effect display unit 200a at the start of a big win game (or a small win game), the start of a time-saving game state, or the start of a non-time-saving game state, the background image may be blurred. This makes it possible to guide the player's gaze to the direction indication image, thereby encouraging the player to play appropriately. Furthermore, when a direction indication image is displayed on the main display unit 200a, not only the background image but also all images with a higher display priority than the background image, which has a lower display priority than the preview image or the direction indication image, may be blurred to further increase attention to the direction indication image.
[0646] FIG. 80 is a diagram illustrating an action when a performance symbol stops according to a modified example. As shown in FIG. 80, in the modified example, when the performance symbols 210a, 210b, and 210c are stopped and displayed, each of the performance symbols 210a, 210b, and 210c performs a predetermined action. At this time, as shown in FIG. 80, a predetermined effect image 230 is displayed around each of the performance symbols 210a, 210b, and 210c. It is preferable that the effect image 230 has content related to the current performance stage. For example, as shown in FIG. 80, in the case of the second stage, an image imitating a leaf is displayed as the effect image 230. Also, for example, in the case of the second stage, an image imitating dust or water splashes may be displayed as the effect image 230.
[0647] 80, when the effect stage is a predetermined effect stage (first stage or second stage) and the effect image 230 is displayed, the background image is displayed without blurring when the effect symbols 210a, 210b, and 210c are stopped and displayed. By configuring in this way, the effect of the effect image 230 that has affinity with the background image can be enhanced. Note that in the case of an effect image 230 that is not related to the background image when the effect symbols 210a, 210b, and 210c are stopped and displayed (for example, a flame effect is displayed around the effect symbol as an effect when a symbol is stopped, which is executed as a pre-reading effect), it is advisable to configure the effect so that the visibility of the effect is enhanced by blurring the background image.
[0648] Also, for example, when transitioning from a so-called consecutive win to a normal game state, a so-called result screen may be displayed, which includes game information such as the number of prize balls won by the player during the so-called consecutive win and the number of times a special win game has been executed. After the display of the result screen ends, the presentation stage may be shifted to a preset initial stage (for example, the first stage). At this time, it is preferable to display a background image corresponding to the initial stage in a large blur.
[0649] 81 is a diagram illustrating a high expectation effect stage according to a modified example. As shown in FIG. 81, in the modified example, a high reliability effect stage is provided as the effect stage, which suggests that the reliability is relatively high.
[0650] When the performance stage is set to a high-reliability performance stage, as shown in Figure 81, a background image (live-action image) of the night sky is displayed on the main performance display unit 200a, and background music dedicated to the high-reliability performance stage is output from the audio output device 206.
[0651] Furthermore, when the effect stage is set to the high-reliability effect stage, the background image corresponding to the high-reliability effect stage is displayed without blurring. This reduces the risk of reduced visibility of the background image of the high-reliability effect stage, which indicates the reliability of a jackpot, and thus reduces the risk of a reduction in the effect. The effect stage may be transitioned to the high-expectation effect stage as a so-called pre-reading effect based on the pending status before the big win lottery is executed. The first stage may have a daytime beach background image (live-action image), and the high-reliability effect stage may have an evening or night beach background image (live-action image). The second stage may have a daytime forest background image (live-action image), and the high-reliability effect stage may have an evening or night forest background image (live-action image). In this way, by using a background image common to other effect stages but set at a different time of day as the background image for the high-reliability effect stage, players can more easily recognize that it is a high-reliability effect stage, thereby improving the effect of the effect.
[0652] In any case, the present invention A starting area (in the embodiment, a first starting area provided in the first starting port 120 and a second starting area provided in the second starting port 122) that is provided in the game area (in the embodiment, the game area 116) where the game ball flows down and into which the game ball can enter; A lottery means (in the embodiment, a main CPU 300a that executes the process of FIG. 31) that determines by lottery a lottery result (in the embodiment, a big prize lottery result) indicating whether or not a special game (in the embodiment, a big prize game, a small prize game) can be executed, in which a big prize opening (in the embodiment, a first big prize opening 126, a second big prize opening 128) provided in the game area is opened on the condition that a game ball has entered the start area; When the lottery result of executing the special game is determined by the lottery means, a special game execution means (in the embodiment, a main CPU 300a that executes the special electric accessory control process shown in FIG. 29) that executes the special game; A performance control means (in the above embodiment, as an example, a sub-CPU 330a that executes the processing of step 1220) that determines the execution content of the variable performance including the variable display of multiple types of performance symbols (in the embodiment, performance symbols 210a, 210b, 210c) for notifying the lottery result; A performance display unit (in the embodiment, the main performance display unit 200a) for displaying a variable performance (in the above embodiment, as an example, the sub-CPU 330a for executing the process of step 1400) Equipped with The performance display means is In the variable performance, the variable display of the performance pattern can be displayed on the performance display unit by superimposing it on the background display (background image in the embodiment), In the variable performance, before a predetermined timing when the variable display of the performance pattern ends (in the embodiment, the timing when the stop operation or temporary stop operation of the performance patterns 210a, 210b, 210c starts), a special background display (in the embodiment, a blurred background image) that reduces the visibility of the background display can be displayed on the performance display unit, The background special display can be cancelled at the start of the next variable performance after the variable performance in which the background special display is displayed, or after a predetermined timing from the start of the next variable performance (in the embodiment, during high-speed scrolling).
[0653] In addition, the variable performance may include a long-term mode in which the execution time is relatively long (in an embodiment, a variable performance longer than 3 seconds) and a short-term mode in which the execution time is relatively short (in an embodiment, a variable performance of 3 seconds or less). In addition, the presentation control means may be capable of not canceling the background special display if the next variable presentation is a short-time presentation. [Explanation of symbols]
[0654] 100 gaming machines 116 Gaming Area 120 First starting point 122 Second starting point 126 First Grand Prize Wi...
Claims
1. A starting area is provided in the game area where the game ball flows down and into which the game ball can enter; A lottery means for determining by lottery a lottery result indicating whether or not an advantageous game in which a big prize opening provided in the game area is opened can be executed on the condition that a game ball has entered the starting area; an advantageous game execution means for executing the advantageous game when the lottery result for executing the advantageous game is determined by the lottery means; A performance control means for determining the execution content of a variable performance including a variable display of a plurality of types of performance symbols for notifying the lottery result; A performance display means for displaying the variable performance in a performance display unit; Equipped with The performance display means In the variable performance, the variable display of the performance pattern can be displayed on the performance display unit by superimposing it on the background display, In the variable performance, before a predetermined timing at which the variable display of the performance pattern ends, a background special display that reduces the visibility of the background display can be displayed on the performance display unit, A gaming machine characterized in that the background special display can be cancelled at the start of a next variable performance of the variable performance in which the background special display is displayed or after a predetermined timing from the start of the next variable performance.
2. The variable performance includes a long-term mode in which the execution time is relatively long, and a short-term mode in which the execution time is relatively short, The performance display means 2. The gaming machine according to claim 1, wherein when the next variable presentation is the short-time mode, the cancellation of the special background display can be omitted.
Citation Information
Patent Citations
Game machine
JP2018007761A
Game machine
JP2021069678A