Game machine
The gaming machine enhances enjoyment by controlling state transitions and executing pattern change effects based on counting processes, addressing the lack of engagement in time-shortened states.
Patent Information
- Application Number
- JP2024068024
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-19
- Publication Date
- 2025-10-30
AI Technical Summary
Conventional gaming machines lack sufficient enhancements to increase enjoyment in time-shortened gaming states.
The gaming machine incorporates a device that controls transitions between game states, including specific game states advantageous to the player, with counting processes to determine pattern changes, and executes pattern change effects based on predetermined conditions, enhancing the entertainment value.
This design significantly increases the entertainment value of playing the gaming machine by providing dynamic and engaging gameplay experiences.
Smart Images

Figure 2025164207000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Some conventional gaming machines have a normal gaming state and a time-saving gaming state in which it is easier to start winning than in the normal gaming state, and technology has been proposed to provide gaming presentations that correspond to each gaming state (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-6575 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the gaming machine described in Patent Document 1 leaves room for improvement in terms of the enjoyment of the game in the time-shortened gaming state.
[0005] In view of the above problems, the present invention aims to provide a gaming machine that can further increase the enjoyment of playing the gaming machine. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention provides a device in which the main control means controls the transition of game states including a first game state, a second game state, a first specific game state advantageous to the player, a second specific game state advantageous to the player, and progress and stop of the game, and is capable of executing a first counting process that counts the number of times a predetermined pattern changes in the first specific game state or the second specific game state, and when the number of changes meets a predetermined condition, is capable of transitioning to the first game state, and is capable of transmitting a change command based on the display of the change of the predetermined pattern and a game state command that indicates the game state of the main control means to the presentation control means, and the change command or the game state command includes information based on the satisfaction of the predetermined condition. The effect control means is capable of executing, based on the change command, a pattern change effect corresponding to the first specific game state or the second specific game state, and a second counting process that performs counting independent of the first counting process, and in the pattern change effect corresponding to the first specific game state or the second specific game state, the effect can be executed based on the number of changes counted by the second counting process, and when the change command or the game state command includes information based on the satisfaction of the predetermined condition, the effect can be executed to execute a pattern change effect corresponding to the satisfaction of the predetermined condition, regardless of the number of changes counted by the second counting process. [Effects of the Invention]
[0007] According to the present invention, the entertainment value of playing the gaming machine can be further increased. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a front view of a gaming machine 1 and a card unit 9 according to first to sixth embodiments. [Figure 2] FIG. 2 is an enlarged view of the second big winning port 17 in the gaming machine 1 of the first to sixth embodiments. [Figure 3] 1 is a perspective view of the rear side of the gaming machine 1 and the card unit 9 of the first to sixth embodiments. [Figure 4]The components are the main control board 110 and the frame control board 160 of the first to sixth embodiments, and the covers 110c and 160c that cover them. [Figure 5] 1 is a block diagram showing the configuration of a gaming machine 1 according to first to sixth embodiments. [Figure 6] FIG. 2 is a block diagram showing the configuration of a card unit 9 according to the first to sixth embodiments. [Figure 7] 10A to 10C are diagrams showing an operation of inserting a banknote 200 into the card unit 9 of the first to sixth embodiments, and an operation of dispensing a banknote from the card unit 9. [Figure 8] 10 is a diagram showing the counting operation in the gaming machine 1 of the first to sixth embodiments. FIG. [Figure 9] 10A and 10B are diagrams showing the ejection operation, insertion operation, and lending operation of the card 201 by the replay button in the card unit 9 of the first to sixth embodiments. [Figure 10] 1 is a diagram showing a gaming state of the gaming machine 1 according to the first to sixth embodiments. FIG. [Figure 11] FIG. 2 is a diagram showing a game flow of the gaming machine 1 according to the first to sixth embodiments. [Figure 12] 1 is a diagram showing the correspondence between presentation modes, game states, and background images of the gaming machines 1 of the first to sixth embodiments. [Figure 13] 10 is a diagram showing a sequence of command transmission between the main control board 110 and the frame control board 160 of the gaming machine 1 according to the first to sixth embodiments. FIG. [Figure 14] 10 is a diagram showing a sequence of transmitting gaming machine information notification data from the frame control board 160 to the card unit 9 in the first to sixth embodiments. FIG. [Figure 15] 10 is a diagram showing a sequence of transmitting gaming machine information notification data and counting notification data from the frame control board 160 to the card unit 9 in the first to sixth embodiments. FIG. [Figure 16] FIG. 10 is a diagram showing the sequence of transmission of lending notification data and lending receipt result response data between the frame control board 160 and the card unit 9 according to the first to sixth embodiments. [Figure 17] FIG. 2 is a diagram showing the power-on operation of the gaming machine 1 according to the first to sixth embodiments. [Figure 18] 10 is a win / loss determination table for the gaming machine 1 of the first to sixth embodiments. [Figure 19] 10 shows big win symbol and small win symbol determination tables for the gaming machines 1 of the first to sixth embodiments. [Figure 20] 10 is a table showing determination of special losing symbols and normal losing symbols of the gaming machines 1 of the first to sixth embodiments. [Figure 21] 10 is a setting table for the end of a special game of the gaming machine 1 according to the first to sixth embodiments. [Figure 22] 10 is a setting table for when a special losing symbol stops in the gaming machine 1 of the first to sixth embodiments. [Figure 23] 1 shows special game control tables for big wins and small wins in the gaming machines 1 of the first to sixth embodiments. [Figure 24] 10 is a table for controlling opening and closing of a big win opening for a big win in the gaming machine 1 of the first to sixth embodiments. [Figure 25] 10 shows a small win special winning opening open / close control table and a small win special area open / close control table of the gaming machine 1 of the first to sixth embodiments. [Figure 26] 10 is a variation pattern determination table for the first special symbol in the normal state of the gaming machine 1 according to the first to sixth embodiments. [Figure 27] 10 is a variation pattern determination table for the first special symbol in the low base time-shortening state of the gaming machine 1 of the first to sixth embodiments. [Figure 28] 10 is a variation pattern determination table for the first special symbol for the high base time-shortening state of the gaming machine 1 of the first to sixth embodiments. [Figure 29] 10 is a variation pattern determination table for the second special symbol of the gaming machine 1 according to the first to sixth embodiments. [Figure 30] 1 shows a pre-determination table for a jackpot lottery for a first special symbol in the gaming machine 1 of the first to sixth embodiments. [Figure 31] 10 is a pre-determination table for the big win lottery for the second special symbol of the gaming machine 1 of the first to sixth embodiments. [Figure 32] 10A and 10B are diagrams showing examples of screens displayed on the image display device 31 of the gaming machine 1 according to the first to sixth embodiments. [Figure 33] 10 shows a normal symbol determination table and a normal symbol variation pattern determination table for the gaming machine 1 of the first to sixth embodiments. [Figure 34] 1 shows an auxiliary game control table and an auxiliary game movable piece opening / closing control table of the gaming machine 1 according to the first to sixth embodiments. [Figure 35] FIG. 2 is a diagram showing storage areas of the main RAM 110b of the gaming machine 1 according to the first to sixth embodiments. [Figure 36] 10 is a flowchart of the main processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 37] 10 is a flowchart of the initialization process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 38] 10 is a flowchart of the initialization process of the main control board 110 of the gaming machine 1 of the first embodiment and the third to sixth embodiments. [Figure 39] 10 is a flowchart of a gaming machine information notification process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 40] 10 is a flowchart of a power supply cutoff monitoring process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 41] 10 is a flowchart of a timer interrupt process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 42] 10 is a flowchart of the input control process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 43] 10 is a flowchart of a first start hole detection switch input process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 44] 10 is a flowchart of specific area detection switch input processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 45] 10 is a flowchart of a special chart special electricity control process of the main control board 110 of the gaming machine 1 of the first to sixth embodiments. [Figure 46] 10 is a flowchart of a special symbol memory determination process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 47]10 is a flowchart of a special symbol memory determination process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 48] 10 is a flowchart of the big win determination process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 49] 10 is a flowchart of a special symbol variation process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 50] 10 is a flowchart of a special symbol stopping process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 51] 10 is a flowchart of a first type big win game preparation process of the main control board 110 of the gaming machine 1 of the first to sixth embodiments. [Figure 52] 10 is a flowchart of a small win game preparation process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 53] 10 is a flowchart of a game state setting process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 54] 10 is a flowchart of a big win game process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 55] 10 is a flowchart of a small win game process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 56] 10 is a flowchart of a second type big win game transition process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 57] 10 is a flowchart of a big win game ending process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 58] 10 is a flowchart of a normal power control process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 59] 10 is a flowchart of normal symbol variation processing of the main control board 110 of the gaming machine 1 of the first to sixth embodiments. [Figure 60] 10 is a flowchart of auxiliary game processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 61]FIG. 3 is a diagram showing each light-emitting section of the main information display device 29 of the gaming machine 1 according to the first to sixth embodiments. [Figure 62] FIG. 3 is a diagram showing the connection state of each light emitting section of the main information display device 29 of the gaming machine 1 according to the first to sixth embodiments. [Figure 63] 10 is a flowchart of a main information display device control process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 64] 10 is a diagram showing the light emitting states of the light emitting sections of the first special symbol display device 20 of the gaming machine 1 of the first to sixth embodiments. FIG. [Figure 65] 10 is a flowchart of the prize ball control process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 66] 10 is a flowchart of a gaming machine information notification command transmission process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 67] 10 is a diagram showing an example of a storage state of commands in a gaming machine information notification command buffer of the main control board 110 of the gaming machine 1 of the first to sixth embodiments. FIG. [Figure 68] 10 is a flowchart of the main process of the game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 69] 10 is a flowchart of an initial setting process of the game ball count control unit 180 of the gaming machine 1 of the first embodiment and the third to sixth embodiments. [Figure 70] 10 is a flowchart of a timer interrupt process of the game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 71] 10 is a flowchart of a timer update process of the game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 72] 10 is a flowchart of an error determination process of the game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 73] 10 is a diagram showing error displays of the game ball count indicator 84 and the frame control indicator 85 of the gaming machine 1 of the first to sixth embodiments. FIG. [Figure 74] 10 is a flowchart of a response process of the game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 75] 10 is a flowchart of a gaming machine information notification process of the gaming ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 76] 10 is a flowchart of a gaming machine information notification data transmission process of the gaming ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 77] 10 is a flowchart of a gaming machine information notification data transmission process of the gaming ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 78] 10 is a flowchart of the counting process of the game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 79] 10 is a flowchart of a process of determining whether a game ball number shift condition is met by the game ball number control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 80] 10 is a diagram showing an example of an operation information storage area and an update of the operation information storage area of the game ball number RAM 180b of the gaming machine 1 of the first to sixth embodiments. FIG. [Figure 81] 10 is a flowchart of a count notification process of the game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 82] 10 is a flowchart of a lending control process of the game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 83] 10 is a diagram showing a light emitting part of a game ball number display 84 of the gaming machine 1 of the first to sixth embodiments. FIG. [Figure 84] 10 is a diagram showing the connection state of the light-emitting parts of the game ball count display 84 of the gaming machine 1 of the first to sixth embodiments. FIG. [Figure 85] 10 is a diagram showing a game ball number display data management table of the gaming machine 1 of the first to sixth embodiments, examples of IDs stored in the display data storage area, and the like. FIG. [Figure 86] 10 is a flowchart of a game ball count display control process of the game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 87] 10 is a diagram showing a display mode when a two-digit number is displayed on the game ball count display 84 of the game ball count control unit 180 of the gaming machine 1 of the first to sixth embodiments. FIG. [Figure 88]10 is a diagram showing a display mode when a four-digit number is displayed on the game ball count display 84 of the game ball count control unit 180 of the gaming machine 1 of the first to sixth embodiments. FIG. [Figure 89] 10 is a diagram showing a light emission state when a six-digit number is displayed on the game ball count display 84 of the game ball count control unit 180 of the gaming machine 1 of the first to sixth embodiments. FIG. [Figure 90] 10 is a flowchart of a game notification control process of the game ball count control unit 180 of the gaming machine 1 of the first and second embodiments. [Figure 91] 10A and 10B are diagrams showing a seated lamp light color determination table, a seated background color determination table, an away lamp light color determination table, and an away background color determination table of the gaming machines 1 of the first to sixth embodiments. [Figure 92] 10 is a flowchart of the main process of the launch control unit 170 of the gaming machine 1 according to the first to sixth embodiments. [Figure 93] 10 is a flowchart of the launch control process of the launch control unit 170 of the gaming machine 1 according to the first to sixth embodiments. [Figure 94] 10 is a flowchart of the main processing of the card unit control board 90 according to the first to sixth embodiments. [Figure 95] 10 is a flowchart of a bill input detection process of the card unit control board 90 according to the first to sixth embodiments. [Figure 96] 10 is a flowchart of a card input detection process of the card unit control board 90 according to the first to sixth embodiments. [Figure 97] 10 is a flowchart of the possessed ball count update process of the card unit control board 90 of the first to sixth embodiments. [Figure 98] 10 is a flowchart of a lending process of the card unit control board 90 according to the first to sixth embodiments. [Figure 99] 10 is a flowchart of a response confirmation process of the card unit control board 90 according to the first to sixth embodiments. [Figure 100] 10 is a flowchart of a card ejection process of the card unit control board 90 according to the first to sixth embodiments. [Figure 101]10 is a flowchart of a gaming machine information analysis process of the card unit control board 90 according to the first to sixth embodiments. [Figure 102] 10 is a diagram showing a time chart of the game state of the main control board 110, information output from the game ball count control unit 180 to the card unit 9, and discharge control of the card unit 9 in the first to sixth embodiments. FIG. [Figure 103] 10 is a diagram showing a time chart of the game state of the main control board 110, information output from the game ball count control unit 180 to the card unit 9, and discharge control of the card unit 9 in the first to sixth embodiments. FIG. [Figure 104] 10 is a diagram showing a time chart of the game state of the main control board 110, information output from the game ball count control unit 180 to the card unit 9, and discharge control of the card unit 9 in the first to sixth embodiments. FIG. [Figure 105] 10 is a diagram showing a time chart of the game state of the main control board 110, information output from the game ball count control unit 180 to the card unit 9, and discharge control of the card unit 9 in the first to sixth embodiments. FIG. [Figure 106] 10 is a diagram showing a time chart of the game state of the main control board 110, information output from the game ball count control unit 180 to the card unit 9, and discharge control of the card unit 9 in the first to sixth embodiments. FIG. [Figure 107] 10 is a flowchart of the main processing of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 108] 10 is a flowchart of a timer interrupt process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 109] 10 is a flowchart of a command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 110] 10 is a flowchart of a command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 111] 10 is a flowchart of a command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 112]FIG. 10 is a diagram showing a variable presentation pattern determination table for the first special symbol in the sea mode in the normal state of the gaming machine 1 of the first to sixth embodiments. [Figure 113] FIG. 10 is a diagram showing a variable presentation pattern determination table for the first special symbol in the sea mode in the low base time-shortening state of the gaming machine 1 of the first to sixth embodiments. [Figure 114] FIG. 10 is a diagram showing a variable presentation pattern determination table for the first special symbol in the ground mode in the low base state of the gaming machine 1 of the first to sixth embodiments. [Figure 115] FIG. 10 is a diagram showing a variable presentation pattern determination table for the first special symbol in the high base time-shortening state of the gaming machine 1 of the first to sixth embodiments. [Figure 116] FIG. 10 is a diagram showing a variable presentation pattern determination table for the second special symbol of the gaming machine 1 of the first to sixth embodiments. [Figure 117] FIG. 10 is a diagram showing a variable effect pattern determination table under special conditions for the first special symbol and the second special symbol of the gaming machine 1 of the first to sixth embodiments. [Figure 118] 10 is a flowchart of a variable presentation pattern determination process of the presentation control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 119] 10 is a flowchart of a counter setting process and a training mode notification effect control process of the effect control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 120] 10 is a flowchart of a special game effect control process of the effect control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 121] 10 is a diagram showing a normal background setting table and a special background setting table of the gaming machine 1 of the first to sixth embodiments. FIG. [Figure 122] 10 is a flowchart of a background image display control process of the effect control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 123] 10 is a flowchart of a main process of the general control unit 141 according to the first to sixth embodiments. [Figure 124] 10 is a flowchart of a command reception interrupt process and a V blank interrupt process of the general control unit 141 according to the first to sixth embodiments. [Figure 125] 10A to 10C are diagrams showing examples of screens for normal variable effects in the gaming machines 1 of the first to sixth embodiments. [Figure 126] FIG. 10 is a diagram showing an example of a screen of a normal reach effect in the gaming machine 1 of the first to sixth embodiments. [Figure 127] 10A to 10C are diagrams showing examples of screens of roulette effects in the gaming machines 1 of the first to sixth embodiments. [Figure 128] FIG. 10 is a diagram showing an example of a screen of the SP reach effect of the gaming machine 1 of the first to sixth embodiments. [Figure 129] 10A to 10C are diagrams showing examples of screens for battle effects in the gaming machines 1 of the first to sixth embodiments. [Figure 130] 10A to 10C are diagrams showing detailed examples of screens for battle effects in the gaming machines 1 of the first to sixth embodiments. [Figure 131] 10A to 10C are diagrams showing examples of screens during a big win presentation of the gaming machines 1 of the first to sixth embodiments. [Figure 132] 10A to 10C are diagrams showing example screens of the gaming machines 1 of the first to sixth embodiments when entering a high base time-shortening state, during the high base time-shortening state, and during result presentations. [Figure 133] 10A to 10C are diagrams showing examples of screens in the training mode of the gaming machines 1 of the first to sixth embodiments. [Figure 134] 10 is a diagram showing an example of a screen in a revival chance presentation mode of the gaming machine 1 according to the first to sixth embodiments. FIG. [Figure 135] 10 is a flowchart of the initialization process of the main control board 110 of the gaming machine 1 of the second embodiment. [Figure 136] 10 is a flowchart of an initial setting process of a game ball count control unit 180 of a gaming machine 1 of a second embodiment. [Figure 137] 11 is a flowchart of a game notification control process of a game ball count control unit 180 of a gaming machine 1 of a third embodiment. [Figure 138] 10 is a flowchart of a game notification control process of a game ball count control unit 180 of a gaming machine 1 of a fourth embodiment. [Figure 139] 13 is a flowchart of a game notification control process of a game ball count control unit 180 of a gaming machine 1 of a fifth embodiment. [Figure 140]13 is a flowchart of a game notification control process of a game ball count control unit 180 of a gaming machine 1 of a sixth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] First Embodiment Hereinafter, a first embodiment of the present invention will be described in detail with reference to the drawings.
[0010] (Overview of gaming machine 1) Unlike well-known pachinko gaming machines, gaming machine 1 is an enclosed gaming machine that does not use the gaming ball supply mechanism or gaming ball discharge mechanism of the island equipment, but stores a predetermined number of gaming balls (for example, 50), plays by firing the stored gaming balls into the playing area, collects the gaming balls after use, and then fires the collected gaming balls again to play.
[0011] (Basic configuration of gaming machine 1) First, the basic configuration of the gaming machine 1 will be described with reference to Figures 1 to 4. Figure 1 is a front view of the gaming machine 1 and the card unit 9 of the present invention. Figure 2 is an enlarged view of the second large winning opening 17 of the gaming machine 1. Figure 3 is a perspective view of the rear side of the gaming machine 1 and the card unit 9. Figure 4 is a diagram showing the main control board 110 and the frame control board 160 on the rear side of the gaming machine 1, as well as the cover 110c and the cover 160c that cover them.
[0012] 1 and 3, the gaming machine 1 includes an outer frame 60 and a rotatably supported glass frame 50. The outer frame 60 is provided with a gaming board 2 having a gaming area 6 in which gaming balls flow down. The gaming area 6 has a left area 6L to the left of the center and a right area 6R to the right of the center.
[0013] One end of the glass frame 50 is connected to the outer frame 60 via a hinge mechanism 51, and a locking mechanism is provided at the other end of the glass frame 50. The locking mechanism of the glass frame 50 can be unlocked with a dedicated key, and by unlocking it, the hinge mechanism 51 can be swung to open the playing area 6. A door open detection SW81c (not shown) is provided on the glass frame 50.
[0014] The glass frame 50 is provided with an effect button 35 that can be pressed, and an effect button detection SW 35a is provided on the effect button 35. When the effect button detection SW 35a detects the player's operation of the effect button 35, it outputs predetermined information to the gaming machine 1. Therefore, the player can input predetermined information into the gaming machine 1 by operating the effect button 35.
[0015] A cross key 39 that can be pressed is provided to the left of the effect button 35. The cross key 39 includes an up cursor key 39A, a left cursor key 39B, a down cursor key 39C, a right cursor key 39D, and a center cursor key 39E, each of which is provided with a cross key detection SW 39a, a cross key detection SW 39b, a cross key detection SW 39c, a cross key detection SW 39d, and a cross key detection SW 39e. When each cross key detection SW detects a player's operation of the cross key 39, it outputs predetermined information to the gaming machine 1. Thus, the player can input predetermined information into the gaming machine 1 by operating the cross key 39.
[0016] The glass frame 50 is provided with an operating handle 3 that can be rotated to launch game balls into the game area 6. The operating handle 3 is provided with a touch sensor 3a. The touch sensor 3a detects that the player is touching the operating handle 3. When the player rotates the operating handle 3, a launch volume 3b provided near the operating handle 3 also rotates, and a launch member directly connected to a launch solenoid 4a rotates with a launch strength according to the amount of rotation of the launch volume 3b.
[0017] The ball feeding solenoid 4b provided near the operating handle 3 feeds the game balls stored in the gaming machine 1 one by one to a firing member directly connected to the firing solenoid 4a. The touch sensor 3a, firing volume 3b, firing solenoid 4a, and ball feeding solenoid 4b are controlled by the firing control unit 170 in the frame control board 160 to perform the above-mentioned firing operation.
[0018] The game ball sent to the launching member is launched between the rails 5a and 5b by the rotation of the launching member, passes through the ball return prevention member 5c and enters the game area 6. Between the rails 5a and 5b, there are provided a shot ball sensor 2a, a foul ball sensor 2b, a small ball sensor 81a, and an iron ball sensor 81b (all not shown).
[0019] The shot ball sensor 2a outputs a shot signal when it detects that a game ball shot between the rails 5a and 5b has passed the shot detection point at the top of the rail 5b. The foul ball sensor 2b outputs a foul signal when it detects that a game ball shot between the rails 5a and 5b has returned without reaching the game area 6. The small ball sensor 81a outputs a small ball detection signal when it detects that a small ball has been shot between the rails 5a and 5b. The iron ball sensor 81b outputs an iron ball detection signal when it detects that an iron ball has been shot between the rails 5a and 5b.
[0020] Audio output devices 32, which are speakers, are provided on the left and right sides of the glass frame 50. The audio output devices 32 produce effects such as music and sound effects in accordance with the progress of the game. A fourth performance lighting device 340d and two fifth performance lighting devices 340e are provided near the two audio output devices 32. The fourth performance lighting device 340d and the fifth performance lighting device 340e each have a fourth lamp 34d and a fifth lamp 34e, which are full-color LEDs. The fourth performance lighting device 340d and the fifth performance lighting device 340e perform light emission operations of the fourth lamp 34d and the fifth lamp 34e under the control of the lamp / drive control unit 150 of the performance control board 120, thereby producing game effects.
[0021] Inside the game area 6 of the game board 2, there are provided a general winning opening 12, a normal pattern gate 13, a first starting opening 14, a second starting opening 15, a first large winning opening 16, a second large winning opening 17, and an image display device 31.
[0022] Three general winning openings 12 are provided below the game area 6L. A general winning opening detection SW12a is provided in each general winning opening 12. When the general winning opening detection SW12a detects that a gaming ball has entered a general winning opening 12, a predetermined number of gaming balls is awarded to the player.
[0023] A first start hole 14 is provided in the lower center of the play area 6 of the play board 2. A second start hole 15 is provided in the right part of the play area 6 of the play board 2. When a game ball is fired (hit from the left) toward the left area 6L of the play area 6, the game ball can enter the first start hole 14, but it is difficult for the game ball to enter the second start hole 15. When a game ball is fired (hit from the right) toward the right area 6R of the play area 6, the game ball can enter the second start hole 15, but it is difficult for the game ball to enter the first start hole 14.
[0024] The first start hole 14 is provided with a first start hole detection SW14a. When the first start hole detection SW14a detects that a game ball has entered the first start hole 14, a predetermined number of game balls is awarded to the player. The second start hole 15 is provided with a second start hole detection SW15a. When the second start hole detection SW15a detects that a game ball has entered the second start hole 15, a predetermined number of game balls is awarded to the player. Note that the number of game balls awarded for entering the first start hole 14 and the second start hole 15 may be the same or different. Furthermore, as will be described in detail later, when the entry of a game ball into the first start hole 14 or the second start hole 15 is detected, various random number values are obtained to be used for various processes related to the game, including the jackpot lottery.
[0025] The second starting port 15 is provided with two movable pieces 15b and a starting port opening / closing solenoid 15c. The second starting port 15 changes between two states by operation of the starting port opening / closing solenoid 15c: a closed state in which the entry of game balls is restricted, and an open state in which the entry of game balls is permitted. Specifically, the second starting port 15 is controlled by operation of the starting port opening / closing solenoid 15c between a closed state in which the movable piece 15b becomes approximately vertical and restricts the entry of game balls, and an open state in which the movable piece 15b becomes approximately horizontal and allows the entry of game balls.
[0026] It is also possible to vary the ease of a game ball winning by varying the time that the second starting hole 15 is open. As will be described in detail later, the longer the time that the second starting hole 15 is open, the more opportunities there are for the game ball to win, and therefore the greater the ease of winning.
[0027] A normal symbol gate 13 is provided in the upper right portion of the game area 6 of the game board 2. A gate detection SW13a is provided in the normal symbol gate 13. When the gate detection SW13a detects that a gaming ball has passed through the normal symbol gate 13, a random number value for determination, etc., for performing a normal symbol lottery, which will be described later, is acquired.
[0028] A first major prize opening 16 is provided in the lower right area of the game area 6 of the game board 2. A first major prize opening detection switch 16a, a first major prize opening door 16b, and a first major prize opening opening solenoid 16c are provided in the first major prize opening 16. The first major prize opening 16 changes between two states by the operation of the first major prize opening opening solenoid 16c: a closed state in which the entry of game balls is restricted, and an open state in which the entry of game balls is permitted.
[0029] More specifically, when first major prize opening opening solenoid 16c is turned off, first major prize opening opening door 16b becomes approximately parallel to the surface of game board 2, and first major prize opening 16 enters a closed state in which it is difficult for game balls to win. When first major prize opening opening solenoid 16c is turned on, first major prize opening opening door 16b becomes approximately perpendicular to the surface of game board 2, and first major prize opening 16 enters an open state in which it is easy for game balls to win.
[0030] When the first major prize opening detection SW16a detects that a game ball has entered the first major prize opening 16, a predetermined number of game balls (for example, 15 balls) are awarded to the player. The open state of the first major prize opening 16 changes to a closed state when a predetermined number of game balls enter the opening, which will be described later, or when a predetermined opening time has elapsed.
[0031] A second large prize opening 17 is provided in the area to the right of the game area 6 of the game board 2. The second large prize opening 17 is provided with a second large prize opening detection switch 17a, a second large prize opening door 17b, and a second large prize opening opening solenoid 17c. The second large prize opening 17 changes between two states by the operation of the second large prize opening opening solenoid 17c: a closed state in which the second large prize opening door 17b restricts the entry of game balls, and an open state in which the entry of game balls is permitted.
[0032] Specifically, when second large prize opening opening solenoid 17c is turned off, second large prize opening opening door 17b becomes approximately parallel to the surface of game board 2, and second large prize opening 17 becomes a closed state in which it is difficult for game balls to win. Also, when second large prize opening opening solenoid 17c is turned on, second large prize opening opening door 17b becomes approximately perpendicular to the surface of game board 2, and second large prize opening 17 becomes an open state in which it is easy for game balls to win.
[0033] 2, a specific area 19B, a slide member 19C, and a second large prize opening outlet 19E are provided inside second large prize opening 17. By operation of specific area opening / closing solenoid 18d, slide member 19C changes between two states: a retracted state where it is housed deep in a gap provided in internal wall 19 of second large prize opening, and an advanced state where it advances in front of the gap.
[0034] Specifically, the slide member 19C advances when the specific area opening / closing solenoid 18d is turned on, and retreats when the specific area opening / closing solenoid 18d is turned off. The specific area 19B is in a closed state where it is difficult for the game ball to enter when the slide member 19C advances, and in an open state where it is easy for the game ball to enter when the slide member 19C retreats.
[0035] When the slide member 19C is in the forward position, game balls passing over the specific area 19B are only discharged through the second large prize opening discharge port 19E, but when the slide member 19C is in the backward position, they can be discharged through the specific area 19B. Game balls discharged through the second large prize opening discharge port 19E are detected by the second large prize opening detection SW 17a. Game balls discharged through the specific area 19B are detected by the specific area detection SW 18a. Regardless of which detection SW is used to detect a game ball, a predetermined number of game balls are awarded to the player.
[0036] An outlet 11 is provided at the bottom center of the game area 6 of the game board 2. If a game ball shot into the game area 6 does not enter any of the general prize opening 12, the first start opening 14, the second start opening 15, the first big prize opening 16, and the second big prize opening 17, it is discharged from the game area 6 through the outlet 11.
[0037] An image display device 31 is provided in the center of the gaming area 6. The image display device 31 displays effect images according to the progress of the game and customer waiting effect images during waiting periods when no game is being played. As effect images displayed according to the progress of the game, a left pattern 36L, a center pattern 36C, a right pattern 36R (hereinafter referred to as "decorative patterns 36"), and a fourth pattern 36Z are displayed in a variable manner in accordance with the variable display of the special patterns. The decorative patterns 36 and the fourth pattern 36Z notify the same jackpot determination result as the special patterns on the first special pattern display device 20 and the second special pattern display device 21.
[0038] Furthermore, a radio wave detection SW19a (not shown) is provided at the center bottom of the play area 6. The radio wave detection SW19a outputs a radio wave detection signal when it detects radio waves.
[0039] A main information display device 29 is provided outside the play area 6 of the game board 2. The main information display device 29 is composed of a first special symbol display device 20, a second special symbol display device 21, a first special symbol reserved indicator 22, a second special symbol reserved indicator 23, a normal symbol display device 24, a normal symbol reserved indicator 25, a round number indicator 26, a right-hit indicator 27, and a game status indicator 28.
[0040] The first special pattern display device 20 is composed of eight 7-segment LEDs, and when a game ball enters the first starting hole 14 of the game area 6, the eight LEDs light up and go out to display the changing special pattern and the stopping of the special pattern indicating the result of the jackpot lottery.
[0041] Similarly, the second special pattern display device 21 is composed of eight 7-segment LEDs, and when a game ball enters the second starting hole 15 of the game area 6, the eight LEDs light up and go out to display the changing special pattern and the stopped special pattern indicating the result of the jackpot lottery.
[0042] In addition, the variable display performed by the first special symbol display device 20 and the second special symbol display device 21 is performed by repeating a pattern display in which the LED is turned on and off in a specific manner (hereinafter referred to as "basic pattern variation"). In addition, the basic pattern variation always has the same execution time of 64 ms. Details of the basic pattern variation will be described later using Figure 64.
[0043] All variable displays performed by the first special pattern display device 20 and the second special pattern display device 21 are performed by repeating basic pattern variations, and the number of times the basic pattern variations are repeated varies depending on the variation time of the variable display being executed.
[0044] Hereinafter, the special pattern displayed by the first special pattern display device 20 will be referred to as the "first special pattern," and the special pattern displayed by the second special pattern display device 21 will be referred to as the "second special pattern."
[0045] When a new variation of the first or second special symbol cannot be initiated, such as during a special symbol variation or a jackpot game (special game), the variation display of the special symbol is put on hold under predetermined conditions. The first special symbol reserved indicator 22 displays the number of pending variation displays for the first special symbol (hereinafter referred to as the "reserved number"). The first special symbol reserved indicator 22 is composed of two LEDs, one on the left and one on the right, and displays the number of reserved first special symbols according to their display modes. Specifically, when the number of reserved first special symbols is one, only the left LED lights up; when the number of reserved first special symbols is two, only the right LED lights up; when the number of reserved first special symbols is three, the left LED flashes and the right LED lights up; and when the number of reserved first special symbols is four, both the left and right LEDs flash.
[0046] Similarly, the second special symbol reserved indicator 23 displays the number of reserved second special symbols. The second special symbol reserved indicator 23 is composed of two LEDs, one on the left and one on the right, and displays the number of reserved second special symbols according to the display mode of these. Specifically, when the number of reserved second special symbols is one, only the left LED lights up, when the number of reserved second special symbols is two, only the right LED lights up, when the number of reserved second special symbols is three, the left LED flashes and the right LED lights up, and when the number of reserved second special symbols is four, both the left and right LEDs flash.
[0047] The normal symbol display device 24 is made up of two LEDs, and when a gaming ball passes through the normal symbol gate 13 in the gaming area 6, the two LEDs light up and go out to display the normal symbol fluctuations and the lottery results. If a new normal symbol fluctuation display cannot be started, such as when a normal symbol is currently fluctuating, the normal symbol fluctuation display is put on hold under predetermined conditions.
[0048] The normal symbol reserved indicator 25 is composed of two LEDs, one on the left and one on the right, and displays the number of reserved normal symbols according to their display modes. Specifically, when the number of reserved normal symbols is one, only the left LED lights up, when the number of reserved normal symbols is two, only the right LED lights up, when the number of reserved normal symbols is three, the left LED flashes and the right LED lights up, and when the number of reserved normal symbols is four, both the left and right LEDs flash.
[0049] The round number indicator 26 is made up of four LEDs, and indicates the number of rounds of the jackpot that will be executed by the display mode of these LEDs. For example, in the case of a 10R jackpot, all four LEDs are lit, and in the case of a 2R jackpot, only the rightmost LED is lit and the other three LEDs are extinguished.
[0050] The display of the number of rounds by turning on and off the LEDs of the round number indicator 26 starts when the jackpot game starts, continues during the jackpot game, and ends when the jackpot game ends. In other words, the LEDs of the round number indicator 26 are turned on only during the jackpot game, and all four LEDs are always off except during the jackpot game.
[0051] The right-hit indicator 27 is composed of one LED, and depending on the display mode, it lights up or goes out to indicate whether or not the game is in a state where the game ball should be hit to the right toward the right region 6R of the game area 6. Specifically, in a game state where the game ball should be hit to the right, such as during a jackpot or a high-base time-saving state, the LED lights up, and in other game states where the game ball should be hit to the left, the LED goes out. Details of the high-base time-saving state will be described later.
[0052] The gaming status indicator 28 is made up of four LEDs, and displays the gaming status of the gaming machine 1 according to the display mode. As will be described in detail later, the gaming status of the gaming machine 1 is made up of a normal status, a high base time-saving status, and a low base time-saving status. When the gaming status of the gaming machine 1 is the normal status, only the leftmost LED and the second LED from the left are lit, when in the low base time-saving status, only the rightmost LED and the second LED from the right are lit, and when in the high base time-saving status, all four LEDs are lit.
[0053] The lighting of the LEDs of the main information display device 29 is controlled by dynamic lighting control, which will be described in detail later.
[0054] A sub-information display device 70 is provided at the left end inside the play area 6 of the game board 2. The sub-information display device 70 is composed of a sub-first variable display device 71, a sub-second variable display device 72, a sub-first hold indicator 73, a sub-second hold indicator 74, a sub-normal symbol hold indicator 75, a sub-normal symbol variable display device 76, and a sub-right-hit indicator 77.
[0055] The first sub-variable display device 71 is composed of one LED, and its display mode indicates whether the first special symbol is varying or not. As the first special symbol is displayed in a variable manner, the LED switches on and off every 200 ms, and as the first special symbol is displayed stationary, the LED is controlled to stay lit.
[0056] The sub-second variable display device 72 is composed of one LED, and indicates whether the second special symbol is variable or not depending on the display mode. As the second special symbol is displayed variable, the LED switches on and off every 200 ms, and as the second special symbol is displayed stationary, the LED is controlled to stay lit.
[0057] The result of the jackpot determination may be notified by the display mode of the sub-first variable display device 71 and the sub-second variable display device 72. In this case, for example, in the case of a jackpot, an LED may be lit, and in the case of a loss, the LED may be turned off.
[0058] The sub-first reserve indicator 73 is made up of two LEDs and displays the number of reserved first special symbols depending on the display mode. The sub-second reserve indicator 74 is made up of two LEDs and displays the number of reserved second special symbols depending on the display mode. The sub-normal symbol reserve indicator 75 is made up of two LEDs and displays the number of reserved normal symbols depending on the display mode.
[0059] The display pattern of these displays to indicate the number of pending orders is as follows: when there is one pending order, only the left LED lights up; when there are two pending orders, only the right LED lights up; when there are three pending orders, the left LED flashes and the right LED lights up; and when there are four pending orders, both the left and right LEDs flash.
[0060] The sub-normal symbol fluctuation display device 76 is composed of one LED, and its display mode indicates whether the normal symbol is fluctuating or not, and the result of the normal symbol winning lottery. As the normal symbol is fluctuatingly displayed, the LED switches on and off every 200 ms, and as the normal symbol is displayed stationary, the LED lights up if there is a win and goes out if there is a loss, thereby announcing the winning lottery result.
[0061] It is also possible to simply display whether or not the normal symbols are changing, depending on the display mode of the sub-normal symbol change display device 76. In that case, when the normal symbols are changing, the LED may be switched on and off every 200 ms, and may be turned on or off when the normal symbols stop.
[0062] The sub right-hit indicator 77 is displayed to encourage right-hit and is composed of one LED. Specifically, the LED lights up during a jackpot or high base time-saving state, and turns off in other states to encourage the player to perform the appropriate firing operation.
[0063] A first performance drive device 330a, a second performance drive device 330b, and a third performance drive device 330c are provided on the periphery of the play area 6 of the game board 2. The first performance drive device 330a has a first movable role piece 33a. The second performance drive device 330b has a second movable role piece 33b. The third performance drive device 330c has a third movable role piece 33c.
[0064] The first performance drive unit 330a, the second performance drive unit 330b, and the third performance drive unit 330c operate the first movable role piece 33a, the second movable role piece 33b, and the third movable role piece 33c under the control of the lamp / drive control unit 150 of the performance control board 120, thereby performing game performances.
[0065] The first movable role element 33a performs a swinging motion near the origin position and a drop movement toward the center of the play area 6 to perform a preview performance indicating a performance with a high likelihood of winning a jackpot. The second movable role element 33b performs a swinging motion near the origin position and a sliding motion toward the left toward the center of the play area 6 to perform a preview performance indicating a performance with a high likelihood of winning a jackpot. The third movable role element 33c performs a swinging motion near the origin position and a sliding motion toward the lower right toward the center of the play area 6 to perform a preview performance indicating a performance with a high likelihood of winning a jackpot. These swinging motions, drop movements, and slide movements can be performed independently or in combination, and the more they are combined, the higher the likelihood of winning a jackpot. There are multiple timings for the drop movement and slide movement, and the likelihood of winning a jackpot varies depending on the timing of the movement.
[0066] As shown in Fig. 1, a first performance lighting device 340a is provided at the center of first movable prop 33a. A second performance lighting device 340b is provided at the center of second movable prop 33b. A third performance lighting device 340c is provided at the center of third movable prop 33c. First performance lighting device 340a, second performance lighting device 340b, and third performance lighting device 340c are provided with first lamp 34a, second lamp 34b, and third lamp 34c, respectively, which are full-color LEDs.
[0067] The first performance lighting device 340a, the second performance lighting device 340b, and the third performance lighting device 330c perform light emission operations of the first lamp 34a, the second lamp 34b, and the third lamp 34c under the control of the lamp / drive control unit 150 of the performance control board 120, thereby performing game performances.
[0068] A game ball count display 84 is provided on the left side outside the game area 6 of the game board 2. The game ball count display 84 is composed of a 6-digit 7-segment LED. The game ball count display 84 displays information such as the number of game balls and error messages based on light emission control data transmitted from the frame control board 160.
[0069] Specifically, the game ball count display 84 displays the number of game balls currently held by the gaming machine 1. In the following cases, the game ball count display 84 displays the number of game balls obtained by adding or subtracting a predetermined value from the currently displayed number of game balls.
[0070] The game ball count display 84 displays the number of game balls obtained by subtracting a predetermined value from the currently displayed number of game balls when a game ball is shot and when the information on the number of game balls held by the gaming machine 1 is transferred to the card unit 9. Specifically, the game ball count display 84 displays the number of game balls obtained by subtracting 1 from the displayed number of game balls each time a game ball is shot. Furthermore, when the number of game balls held by the gaming machine 1 is transferred to the card unit 9, the game ball count display 84 displays the number of game balls obtained by subtracting the number of game balls transferred to the card unit 9 from the displayed number of game balls.
[0071] The game ball count display 84 displays the number of game balls obtained by adding a predetermined value to the currently displayed number of game balls when prize balls are obtained through play or when loan notification data indicating the number of loaned balls is received from the card unit 9. Note that winning a prize ball through play means that a game ball enters the general prize slot 12, the first start slot 14, the second start slot 15, the first large prize slot 16, or the second large prize slot 17.
[0072] The display of the game ball count display 84 is performed by dynamic lighting control. Details of the display control of the game ball count display 84 will be described later with reference to FIG. 86 etc.
[0073] An annular game notification lamp 86 is provided around the game ball count display 84. The game notification lamp 86 emits predetermined light in accordance with display data transmitted from the frame control board 160.
[0074] A count button 82 equipped with a count button detection switch 82a is provided to the left of the effect button 35. By operating the count button 82, it is possible to transfer the ball count data stored in the gaming machine 1 to the card unit 9. The word "count" is printed near the count button 82.
[0075] In this embodiment, the game ball number display 84 is located on the left side when viewed from the front of the gaming machine 1, but it may also be located on the right side or near the center. The same applies to the location of the counting button 82. However, since it is desirable that the display content of the game ball number display 84 can be confirmed when operating the counting button 82, it is desirable that the counting button 82 be located near the game ball number display 84.
[0076] A card unit 9 connected to the gaming machine 1 is provided on the left side of the gaming machine 1. A bill insertion slot 91 equipped with a bill validator 91a is provided above the card unit 9. An amount display 93 is provided below the bill insertion slot 91. The amount display 93 is made up of a two-digit 7-segment LED.
[0077] A loan button 98 equipped with a loan button detection switch 98a is provided below the amount display 93. A ball count display 94 is provided below the loan button 98. The ball count display 94 is composed of a 6-digit 7-segment LED.
[0078] A replay button 96 equipped with a replay button detection switch 96a is provided below the ball count display 94. A card insertion slot 92 equipped with a card reader / writer 92a is provided below the replay button 96. An eject button 99 equipped with an eject button detection switch 99a is provided below the card insertion slot 92.
[0079] As shown in FIG. 3, the rear surface of the gaming machine 1 is provided with a main control board 110, a performance control board 120, a frame control board 160, a power supply board 175, a power supply plug 176, and a power supply switch 177.
[0080] 3 and 4, main control board 110 is covered by cover 110c. As shown in Fig. 4, main control board 110 is provided with RAM clear switch 111a, and RAM clear switch 111a protruding from hole 110e can be pressed down even when cover 110c is attached to main control board 110.
[0081] As shown in Figures 3 and 4, the frame control board 160 is covered by a cover 160c. As shown in Figure 4, the frame control board 160 is provided with a frame control display 85 and a game ball count clear switch 180e. The frame control display 85 is composed of a six-digit seven-segment LED, and displays information such as the number of game balls and error messages through dynamic lighting control based on display data sent from the frame control board 160. Even when the cover 160c is attached to the frame control board 160, the game ball count clear switch 180e protruding from the hole 160e can be pressed.
[0082] (Block diagram of the entire gaming machine) Next, each control means for controlling the progress of the game will be described using a block diagram of the entire gaming machine 1. FIG.
[0083] The gaming machine 1 is equipped with a main control board 110 that controls the overall progress of the game, a performance control board 120 that controls performance related to the game, a frame control board 160 that controls the counting of game balls and the launching of game balls, and a power supply board 175. The power supply board 175 supplies power to the main control board 110, the performance control board 120, and the frame control board 160.
[0084] The main control board 110 is equipped with a main control unit 110m, which is a one-chip microcomputer equipped with a main CPU 110a that performs arithmetic processing, a main RAM 110b that serves as a work area for performing arithmetic processing, and a main ROM 110c that stores game control programs, etc., input / output ports, and a RAM clear SW 111a.
[0085] The input / output ports of the main control board 110 are connected to the performance control board 120, frame control board 160, general prize opening detection SW12a, gate detection SW13a, first start opening detection SW14a, second start opening detection SW15a, first large prize opening detection SW16a, second large prize opening detection SW17a, specific area detection SW18a, start opening opening / closing solenoid 15c, first large prize opening opening / closing solenoid 16c, second large prize opening opening / closing solenoid 17c, specific area opening / closing solenoid 18d, and main information display device 29 (first special pattern display device 20, second special pattern display device 21, first special pattern reserved indicator 22, second special pattern reserved indicator 23, normal pattern display device 24, normal pattern reserved indicator 25, round number indicator 26, right hit indicator 27, game status indicator 28).
[0086] In addition, communication between the main control board 110 and the frame control board 160 allows commands to be sent and received in both directions, while communication between the main control board 110 and the performance control board 120 allows commands to be sent in only one direction, from the main control board 110 to the performance control board 120.
[0087] The main CPU 110a of the main control board 110 receives an operating clock from a crystal oscillator, reads out a game control program stored in the main ROM 110c, and performs arithmetic processing related to the game using the main RAM 110b as a work area. The main CPU 110a performs control processing in response to detection signals from each input device (detection switch, etc.), control processing for each output device (display device, etc.), and control processing for sending and receiving control commands.
[0088] The main RAM 110b of the main control board 110, as will be described in detail later, is provided with various data storage areas required for game control and storage areas for storing various counters. In the event of a power outage, the data in the usage area of the main RAM 110b is backed up by a backup power source with a checksum added. The data backed up by the backup power source is restored after undergoing a data check using the checksum. The main ROM 110c of the main control board 110, as will be described in detail later, stores programs and data for game control.
[0089] Based on the performance control commands received from the main control board 110, the performance control board 120 controls the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, 330c, the performance lighting devices 340a, 340b, 340c, 340d, 340e, and the sub information display devices 70 (sub first variable display device 71, sub second variable display device 72, sub first hold indicator 73, sub second hold indicator 74, sub normal pattern hold indicator 75, sub normal pattern change indicator 76, and sub right-hit indicator 77).
[0090] The performance control board 120 is equipped with a performance control unit 120m that controls the progress of the performance based on the performance control commands received from the main control board 110, a display / audio control unit 140 that controls image display and audio output based on the performance control commands received from the performance control unit 120m, a lamp / drive control unit 150 that controls light-emitting performances and moving role-piece performances based on the performance control commands from the performance control unit 120m, and an input / output port for performance control.
[0091] The performance control unit 120m includes a sub-CPU 120a that performs arithmetic processing, a sub-RAM 120b that serves as a work area when performing arithmetic processing, a sub-ROM 120c that stores a performance control program and the like, and an RTC 120d. When power is supplied to the gaming machine 1, the RTC 120d operates using the power supplied from the power supply, and when power is not supplied to the gaming machine 1, it operates using power from a built-in backup power supply. A performance button detection SW 35a and cross key detection SWs 39a, 39b, 39c, 39d, and 39e are connected to the input port of the performance control base 120m.
[0092] The sub-CPU 120a of the performance control unit 120m receives an operating clock from a crystal oscillator based on commands sent from the main control board 110 and the frame control board 160 and input signals from the performance button detection SW35a, etc., reads out the performance control program and data stored in the sub-ROM 120c, performs calculation processing related to game performance using the sub-RAM 120b as a work area, and transmits the performance control commands generated in this processing to the overall control unit 141 and the lamp / drive control unit 150.
[0093] The sub-RAM 120b of the performance control unit 120m has a storage area for various data required for performance control and a storage area for storing various counters, as will be described in detail later. The sub-ROM 120c of the performance control unit 120m has programs and data for performance control, as will be described in detail later.
[0094] The display / audio control unit 140 controls the image display device 31 and the audio output device 32 based on the performance control commands received from the performance control unit 120m and the frame control board 160. The display / audio control unit 140 includes a general control unit 141 that performs general control of image display and audio output based on the performance control commands from the performance control unit 120m and the frame control board 160, a VDP 145 that controls the image display device 31 based on display control commands (display list, etc.) received from the general control unit 141, a CGROM 146 in which image data, etc. are stored, an audio processor 144 that controls the audio output device 32 based on audio control commands received from the general control unit 141, and an audio ROM 148 in which audio data, etc. are stored. The image display device 31 and the audio output device 32 are connected to input / output ports of the audio / display control unit 140.
[0095] The overall control unit 141 includes an overall CPU 141a that performs arithmetic processing, an overall RAM 141b that is used as a work area when performing arithmetic processing, an overall ROM 141c that stores overall control programs, etc., and input / output ports to which the image display device 31 and the audio output device 32 are connected.
[0096] The overall CPU 141a of the overall control unit 141 receives an operating clock from a crystal oscillator based on commands sent from the performance control unit 120m, reads the overall control program and data stored in the overall ROM 141c, and performs arithmetic processing related to image display and audio output using the overall RAM 141b as a work area. The overall CPU 141a outputs to the audio processor 144 audio control commands generated by the arithmetic processing that instruct the audio to be output from the audio output device 32, and outputs to the VDP 145 display control commands (display lists, etc.) that instruct the performance images to be displayed on the image display device 31.
[0097] The audio processor 144 is connected to an audio ROM 148. The audio ROM 148 stores compressed audio data. The audio processor 144 reads and decodes audio data from the audio ROM 148 based on an audio control command received from the integrated control unit 141, and outputs audio from the audio output device 32 based on the decoded data.
[0098] The VDP 145 is connected to a CGROM 146. The CGROM 146 stores compressed image data, uncompressed palette data, and the like. The image data is composed of pixel information about sprite images and movie images to be displayed on the image display device 31. The pixel information of the image data is composed of color number information and transparency (α value) for each pixel, and the like. The palette data is data in which color number information and display colors are associated with each other.
[0099] The VDP 145 is provided with a VRAM 147. The VRAM 147 is provided with a display list storage area, a compressed data decompression area, a first frame buffer area, and a second frame buffer area. The display list storage area is an area for storing a display list output from the integrated control unit 141. The compressed data decompression area is an area for storing image data obtained by decompressing compressed image data read from the CGROM 146.
[0100] The first frame buffer area and the second frame buffer area are storage areas that store display image data to be displayed on the image display device 31. After the image to be displayed has been drawn in one buffer area, while the image data is being transferred to the image display device 31, the next image to be displayed is drawn in the other buffer area. By repeating this process alternately, high-speed, smooth display control is achieved.
[0101] The VDP 145 stores the display list output from the integrated control unit 141, reads out image data corresponding to the display list from the CGROM 146, performs drawing processing in a drawing frame buffer using this image data, and generates RGB signals as video signals indicating the color of the image from the image data stored in the display frame buffer, and outputs the generated RGB signals to the image display device 31.
[0102] The lamp / drive control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp RAM 150b that is used as a work area when performing arithmetic processing, a lamp ROM 150c that stores lamp control programs and data, and an input / output port. Performance drive devices 330a, 330b, and 330c and performance lighting devices 340a, 340b, 340c, 340d, and 340e are connected to the input / output ports of the lamp / drive control unit 150.
[0103] Lamp CPU 150a of lamp / drive control unit 150 receives an operating clock from a crystal oscillator based on commands sent from performance control unit 120m and frame control board 160, reads programs and data related to light emission control and accessory drive stored in lamp ROM 150c, and performs arithmetic processing related to light emission control and accessory drive processing using lamp RAM 150b as a work area. Through this arithmetic processing, lamp CPU 150a controls the drive of performance drive devices 330a, 330b, and 330c, and controls the light emission of performance lighting devices 340a, 340b, 340c, 340d, and 340e.
[0104] The frame control board 160 controls the counting of game balls, the firing of game balls, and the display of the game ball count display 84. The frame control board 160 is connected to the main control board 110 so as to be able to communicate bidirectionally. The frame control board 160 includes a firing control unit 170, a game ball count control unit 180, an input port, an output port, and a game ball count clear SW 180e.
[0105] The input port of the frame control board 160 is connected to a shot ball sensor 2a, a foul ball sensor 2b, a touch sensor 3a, a shot volume 3b, a small ball sensor 81a, an iron ball sensor 81b, a door open detection SW81c, a count button detection SW82a, a card unit input terminal board 83a, and a radio wave detection SW19a.
[0106] The output port of the frame control board 160 is connected to the launch solenoid 4a, the ball feeding solenoid 4b, the card unit output terminal board 83b, the game ball count indicator 84, the frame control indicator 85, and the game notification lamp 86.
[0107] The launch control unit 170 includes a launch CPU 170a, a launch RAM 170b, and a launch ROM 170c. The launch CPU 170a reads out programs and data stored in the launch ROM 170c and performs calculations using the launch RAM 170b as a work area. When the power is turned on, the launch CPU 170a performs initial setting processing, and then performs control of the launch of game balls, etc.
[0108] The game ball count control unit 180 includes a game ball count CPU 180a, a game ball count RAM 180b, and a game ball count ROM 180c. The game ball count CPU 180a reads out programs and data stored in the game ball count ROM 180c, and performs calculations using the game ball count RAM 180b as a work area.
[0109] When the power is turned on, the game ball count CPU 180a performs initial setting processing, and then performs processing related to subtraction and addition of the number of game balls available for play depending on the progress of the game, control related to the operation of the counting button detection SW82a depending on the progress of the game, and display control of the game ball count display 84, etc.
[0110] The game ball number RAM 180b includes an error 1 occurrence information storage area, an error 2 occurrence information storage area, an error 3 occurrence information storage area, an error 4 occurrence information storage area, a counting button operation valid flag storage area, a counting button operation invalid flag storage area, a game status flag storage area, a gaming machine information notification waiting flag storage area, an away flag storage area, a game interruption determination flag storage area, a counting notification waiting flag storage area, a time reduction information storage area, a high base information storage area, a small win information storage area, a big win information storage area, a supplementary Various memory areas are provided, such as an auxiliary game information storage area, a consecutive jackpot information storage area, a first start port winning information storage area, a second start port winning information storage area, a first large winning port winning information storage area, a second large winning port winning information storage area, a common start port winning information storage area, a pattern stop information storage area, a communication failure determination counter, a gaming machine information notification waiting timer counter, a counting notification waiting timer counter, a game interruption determination timer counter, a game ball count counter, a fired ball count counter, a total winning ball count counter, and a counted ball count counter.
[0111] Here, in the event of a power outage, the data in the used area of the game ball count RAM 180b is backed up by a backup power supply (not shown) with a checksum added, and when the power is restored, this backup information is restored after a data check using the checksum.
[0112] The power supply board 175 generates the main power required for the operation of the gaming machine from power supplied from outside the gaming machine via a power plug 176, and supplies the generated main power to the main control board 110, performance control board 120, frame control board 160, etc. of the gaming machine 1. The power supply board 175 is equipped with a power interruption detection circuit (not shown) that detects whether the voltage of the power supplied from outside has dropped and outputs a voltage drop signal to the main control board 110 and frame control board 160 based on the voltage drop, and a backup power supply circuit (not shown) that supplies backup power to the main control board 110 and frame control board 160 in the event of a power interruption.
[0113] (Block diagram of the entire card unit) 6, the card unit 9 is provided with a card unit control board 90, a card unit SC board 95, and a power supply board 97. When the card unit 9 is powered on, power is supplied from the power supply board 97 to the card unit control board 90 and the card unit SC board 95, causing these boards to start operating.
[0114] The card unit control board 90 controls the basic operations of the card unit 9. Specifically, the card unit control board 90 performs processes such as analyzing data received from the gaming machine 1, processing according to inserted bills and cards, processing related to the buttons and displays provided on the card unit 9, and generating data to be transmitted to the gaming machine 1, hall computer, etc.
[0115] The card unit SC board 95 controls communication between the card unit 9 and the outside. Specifically, it controls communication between the card unit 9 and the gaming machine 1, a server (not shown) at a management center, and a hall computer (not shown).
[0116] As shown in FIG. 6, the card unit control board 90 is provided with a one-chip microcomputer 910m having a unit CPU 910a, a unit RAM 910b, and a unit ROM 910c, as well as input ports, output ports, and the like.
[0117] The input port of the card unit control board 90 is connected to a card reader / writer 92a, a replay button detection SW 96a, a loan button detection SW 98a, a discharge button detection SW 99a, and a bill validator 91a. The replay button detection SW 96a outputs a signal indicating that the replay button 96 has been pressed. The loan button detection SW 98a outputs a signal indicating that the loan button 98 has been pressed. The discharge button detection SW 99a outputs a signal indicating that the discharge button 99 has been pressed.
[0118] A card reader / writer 92a, an amount display 93, and a ball count display 94 are connected to the output port of the card unit control board 90.
[0119] The card unit control board 90 comprises a unit CPU 910a, a unit RAM 910b, and a unit ROM 910c. The unit CPU 910a reads out programs and data stored in the unit ROM 910c, and performs arithmetic processing using the unit RAM 910b as a work area.
[0120] The unit RAM 910b of the card unit control board 90 is provided with various storage areas such as an amount information storage area, a number of possessed balls information storage area, a number of transfer game balls storage area, a loan receipt result response waiting flag storage area, a game status flag storage area, a consecutive jackpot information storage area, a high base information storage area, a time-saving information storage area, a jackpot information storage area, a small jackpot information storage area, an auxiliary game information storage area, a discharge operation invalid flag storage area, a loan operation invalid flag storage area, a loan receipt result response waiting timer counter, etc. The unit ROM 910c of the card unit control board 90 stores programs and various data for controlling the card unit 9.
[0121] (Flow of lending operation, counting operation, card insertion operation, and card ejection operation) Next, the flow of the game ball lending operation performed by the card unit 9 will be described with reference to Figure 7. When a bill 200 is inserted into the bill insertion slot 91 of the card unit 9 (Figure 7(a)), a number indicating the amount of the inserted bill (in the example of Figure 7, "5" indicating 5,000 yen) is displayed on the amount display 93 (Figure 7(b)).
[0122] In this state, when the loan button 98 is pressed once (FIG. 7(c)), the amount display 93 displays "4" indicating that the amount data (5000 yen) stored in the card unit 9 has been reduced by 1000 yen to 4000 yen, and the game ball count display 84 of the gaming machine 1 displays "250" (FIG. 7(d)). The reason that the amount of 1000 yen is reduced and 250 game balls are loaned out is because balls are loaned out at 4 yen per ball.
[0123] Furthermore, when the card unit 9 and the gaming machine 1 are in the state shown in Fig. 7(d), the player can once again press the lending button 98 to lend another 1,000 yen worth of gaming balls. Specifically, when the lending button 98 is pressed once again in the state shown in Fig. 7(d), "3" is displayed on the amount display 93 of the card unit 9, and "500" is displayed on the gaming ball count display 84 of the gaming machine 1 (not shown).
[0124] Next, the flow of the counting operation performed in the gaming machine 1 will be explained using Figure 8. When the count button 82 is pressed once while the number of gaming balls is displayed on the gaming ball count display 84 of the gaming machine 1, the number of gaming balls displayed on the gaming ball count display 84 is decreased by one, and the display on the possessed ball count display 94 of the card unit 9 is increased by one.
[0125] For example, when the game ball count display 84 of the gaming machine 1 displays "12345," if the count button 82 is pressed once (Figure 8(a-1)), the game ball count display 84 will display "12344," and the display of the ball count display 94 of the card unit 9 will be updated from "0" to "1" (Figure 8(a-2)).
[0126] In addition, when the number of game balls is displayed on the game ball number display 84 of the game machine 1, if the count button 82 is pressed and held once, the number of game balls displayed on the game ball number display 84 will be reduced by 250 and displayed, and the number of balls held display 94 of the card unit 9 will be increased by 250.
[0127] For example, when the game ball count display 84 of the gaming machine 1 displays "12345," if the count button 82 is pressed and held once (Figure 8(b-1)), the game ball count display 84 will display "12095," and the display of the ball count display 94 of the card unit 9 will be updated from "0" to "250" (Figure 8(b-2)).
[0128] Next, the ejection and insertion operations of the card 201 and the flow of replay games will be explained using Figure 9. When the ejection button 99 of the card unit 9 is pressed, the amount data displayed on the amount display 93 and the number of balls displayed on the number of balls display 94 at that time are written to the card 201, and the card 201 with the amount data and the number of balls written is ejected from the card insertion slot 92.
[0129] For example, when the amount display 93 of the card unit 9 shows "4" and the ball count display 94 shows "1234", if the eject button 99 is pressed (Figure 9(a-1)), a card 201 storing the amount data of 4000 yen and the ball count data of 1234 will be ejected from the card insertion slot 92 (Figure 9(a-2)).
[0130] If the eject button 99 of the card unit 9 is pressed while the number of balls held is displayed on the game ball count display 84 of the gaming machine 1, the amount data and the data on the number of balls held will not be written to the card 201 and the card 201 will not be ejected. Therefore, if the player wants to eject the card 201 in the above state, he or she will perform a counting operation by pressing the count button 82 of the gaming machine 1 to transfer all of the data on the number of balls held stored in the gaming machine 1 to the card unit 9, and then press the eject button 99 of the card unit 9 to eject the card 201.
[0131] In addition, when the card 201 is inserted into the card unit 9 and the number of balls held in the card unit 9 is stored as 1 or more in the ball number display 94, pressing the replay button 96 transfers a predetermined number of balls held to the gaming machine 1.
[0132] For example, when the replay button 96 is pressed while the ball count display 94 of the card unit 9 displays "600" (Figure 9(b-1)), "250" of the "600" game balls stored in the card unit 9 are transferred to the gaming machine 1, the ball count display 94 of the card unit 9 displays "350", and the game ball count display 84 of the gaming machine 1 is updated from "0" to "250" (Figure 9(b-2)).
[0133] Furthermore, when a player inserts a card 201 storing amount data and ball count data into a card insertion slot 92, the card 201 is stored in the card unit 9, and the amount data stored in the card 201 is displayed on an amount display 93, and the ball count data stored in the card 201 is displayed on a ball count display 94.
[0134] For example, when card 201 storing the amount data of 4000 yen and the number of balls held of 1234 is inserted into card insertion slot 92 (Figure 9(c-1)), card 201 is stored in card unit 9, and "4" is displayed on amount display 93 and "1234" is displayed on number of balls held display 94 (Figure 9(c-2)).
[0135] However, the card unit 9 does not accept the insertion of a new card 201 into the card insertion slot 92 when the amount is displayed on the amount display 93 or when the number of balls held is displayed on the number of balls held display 94.
[0136] (Game status of gaming machine 1) The gaming machine 1 has a normal state and a low base time-saving state in which the game is played by hitting from the left, and a high base time-saving state in which the game is played by hitting from the right. In these gaming states, the ease with which the gaming ball can enter the second starting hole 15 is different.
[0137] The gaming machine 1 executes a normal pattern lottery when the normal pattern start condition is met based on the passage of a gaming ball through the normal pattern gate 13. If the result of the normal pattern lottery is a win, the normal pattern is displayed in a variable manner for a predetermined time, then stops in a winning manner, and the movable piece 15b is controlled to open in a predetermined manner. If the result of the normal pattern lottery is a loss, the normal pattern is displayed in a variable manner for a predetermined time, then stops in a losing manner.
[0138] As shown in Figure 10, the normal symbol fluctuation time is 90 seconds in the normal state, 89 seconds in the low base time-saving state, and 4 seconds in the high base time-saving state. In addition, the opening control time of the movable piece 15b when the result of the normal symbol lottery is a win is 0.1 seconds in the normal state, 0.11 seconds in the low base time-saving state, and 6 seconds in the high base time-saving state.
[0139] The shorter the normal symbol variation time, the more opportunities there are to draw normal symbols, and the longer the opening time of movable piece 15b when the normal symbol lottery result is a winning symbol, the more opportunities there are for the game ball to win, and the higher the likelihood of the game ball winning. Therefore, in the high base time-shortening state, the normal symbol variation time is significantly shorter and the opening time of second start hole 15 is also significantly longer than in the normal state and low base time-shortening state, and therefore the ease of the game ball winning in second start hole 15 is significantly higher than in the normal state and low base time-shortening state.
[0140] On the other hand, in the low base time-saving state, the time for which the normal symbols change is slightly shorter and the opening time of the second starting hole 15 is slightly longer compared to the normal state, so it is easier for the game ball to enter the second starting hole 15 than in the normal state.
[0141] Therefore, the ease of a game ball entering the second starting hole 15 increases in the order of the high base time-shortening state, the low base time-shortening state, and the normal state. Therefore, if the game state is more advantageous to the player the higher the ease of a game ball entering the second starting hole 15, the game states that are most advantageous to the player are the high base time-shortening state, the low base time-shortening state, and the normal state.
[0142] As shown in Figure 10, the gaming states of the gaming machine 1 include three gaming states (normal state, low base time-saving state, high base time-saving state) that differ in the ease with which the gaming ball will enter the second starting hole 15 described above, as well as an unplayable state 1 and an unplayable state 2.
[0143] The unplayable state 1 is a gaming state in which a game cannot be played due to a complete function activation error occurring in the main control board 110. The complete function activation error is an error that occurs when the maximum number of game balls that can be acquired in the gaming machine 1 exceeds the daily upper limit of 95,000 balls, thereby restricting further game play.
[0144] The unplayable state 2 is a gaming state in which a game cannot be played due to a specific error occurring in the frame control board 160. The specific errors in the frame control board 160 include a small ball detection error, an iron ball detection error, and a radio wave detection error.
[0145] In this embodiment, iron ball errors are detected because non-magnetic gaming balls are used, but if magnetic gaming balls are used, magnet errors may be detected instead of iron ball errors.
[0146] (Game flow) Next, the gaming flow of the gaming machine 1 will be described using the gaming flow of the gaming machine 1. FIG.
[0147] In the gaming machine 1, a jackpot lottery is executed when the start conditions for the first special symbol are met based on the entry of a gaming ball into the first start port 14, and when the start conditions for the second special symbol are met based on the entry of a gaming ball into the second start port 15. If the result of the special symbol lottery is a jackpot, the special symbol displays a variable display for a predetermined time, then stops in a jackpot stopping pattern, and the first large prize opening 16 is controlled to open in a predetermined manner. If the result of the special symbol lottery is a small prize, the special symbol displays a variable display for a predetermined time, then stops in a small prize stopping pattern, and the second large prize opening 17 is controlled to open in a predetermined manner. If the result of the special symbol lottery is a loss, the special symbol displays a variable display for a predetermined time, then stops in a loss stopping pattern. There are two types of losses: normal losses and special losses.
[0148] A special miss is a miss selected by the jackpot lottery that is held when the trigger conditions for the first special symbol and the second special symbol are met. The special misses selected as the result of the lottery for the first special symbol consist of four types: special miss a, special miss b, special miss c, and special miss d. The special misses selected as the result of the lottery for the second special symbol consist only of special miss e. When a special miss occurs in normal mode, the game state will transition to low base time reduction state or high base time reduction state depending on the type of special miss that has been achieved.
[0149] The gaming machine 1 has six types of Type 1 jackpots and three types of Type 2 jackpots. The Type 1 jackpot is a special game in which the first large prize opening 16 is controlled to open in a predetermined manner after the special symbol stops on a jackpot symbol. The Type 2 jackpot is a special game that is played on the condition that the gaming ball passes through the specific area 19B when the special symbol stops on a small prize symbol and the second large prize opening 17 is controlled to open in a predetermined manner.
[0150] For the first type of jackpot, there are four types of special games that are executed when the first special symbol stops on the jackpot symbol (A for Type 1 10R, B for Type 1 2R, C for Type 1 2R, D for Type 1 10R), and two types of special games that are executed when the second special symbol stops on the jackpot symbol (F for Type 1 10R, G for Type 1 2R).
[0151] In the first type 10R A, first type 10R D, and first type 10R F, ten rounds of play are played in which the first large prize opening 16 is controlled in an open state in which game balls can enter. In each round of play, the first large prize opening 16 is controlled to be open until a predetermined number of game balls (for example, 10 balls) enter the first large prize opening 16 or until the opening time of the first large prize opening 16 reaches a predetermined time (for example, 29 seconds).
[0152] In the first type 2R win B, the first type 2R win C, and the first type 2R win G, two round games are played in which the first large prize opening 16 is controlled in an open state in which game balls can enter. In each round game, the first large prize opening 16 is controlled to be open until a predetermined number of game balls (for example, 10 balls) enters the first large prize opening 16 or until the opening time of the first large prize opening 16 reaches a predetermined time (for example, 29 seconds).
[0153] For the second type of jackpot, there are three types of special games (H for Type 2 9R, I for Type 2 2R, J for Type 2 9R) that are executed when the second special symbol stops on the small jackpot symbol and the game ball passes through specific area 19B during the small jackpot.
[0154] For the second type 9R win H and the second type 9R win J, nine rounds of play are played in which the first large prize opening 16 is controlled in an open state in which game balls can enter. In each round of play, the first large prize opening 16 is controlled to remain open until a predetermined number of game balls (for example, 10 balls) enter the first large prize opening 16 or until the opening time of the first large prize opening 16 reaches a predetermined time (for example, 29 seconds).
[0155] In the second type 2R win I, two rounds of play are played in which first large prize opening 16 is controlled in an open state where game balls can enter. In each round of play, first large prize opening 16 is controlled to be open until a predetermined number of game balls (for example, 10 balls) enters first large prize opening 16 or the opening time of first large prize opening 16 reaches a predetermined time (for example, 29 seconds).
[0156] The game flow of the gaming machine 1 will be explained below with reference to Figure 11. When a first-type 10R win A or a first-type 2R win B is achieved in the normal state, the game state after the special game ends will return to the normal state. When a first-type 2R win C or a first-type 10R win D is achieved in the normal state, the game state after the special game ends will return to the high-base time-saving state in which the upper limit of the high-base time-saving number of times (J) is 16.
[0157] When special miss a or special miss e occurs in normal mode, the game state changes to high base time-saving mode, where the upper limit of the high base time-saving count (J) is 100. When special miss b, special miss c, or special miss d occurs in normal mode, the game state changes to low base time-saving mode. The upper limit of the low base time-saving count (B) in the low base time-saving mode, which is entered by the occurrence of the above three types of special miss, is 600 times (special miss b), 400 times (special miss c), and 200 times (special miss d), respectively. When a normal miss occurs other than the above five types of special miss, the game state does not change (except when the variable count (L), described below, reaches 800 times).
[0158] When Type 1 2R C occurs in the low base time-saving state, the game state after the special game ends will be the low base time-saving state, where the upper limit of the low base time-saving number of times (B) is 100. When Type 1 10R A or Type 1 2R B occurs in the low base time-saving state, the game state after the special game ends will be the normal state. When Type 1 10R D occurs in the low base time-saving state, the game state after the special game ends will be the high base time-saving state, where the upper limit of the high base time-saving number of times (J) is 16.
[0159] In the low base time-saving state, when a special miss or a normal miss occurs and the number of low base time-saving times (B) reaches a predetermined number (100 times, 200 times, 400 times, 600 times), the game state returns to the normal state.
[0160] In either the normal state or the low base time-saving state, if a special miss or a normal miss occurs and the number of fluctuations (L) reaches 800, the game state will change to the high base time-saving state, in which the upper limit of the number of high base time-saving times (J) is 100.
[0161] In this way, the value set for the number of high base time reductions (J) when transitioning from the normal state or low base time reduction state to the high base time reduction state is 16 times when transitioning to the high base time reduction state is triggered by a jackpot, and is 100 times when transitioning to the high base time reduction state is triggered by a miss.
[0162] The reason for this setting is based on the difference between whether or not there are any acquired game balls when the high base time-saving state is entered. If a miss triggers a transition to the high base time-saving state, and if no jackpot is won during the high base time-saving state, the high base time-saving state will end without acquiring any acquired game balls. Therefore, in the case of a high base time-saving state entered upon a miss, the number of high base time-saving times (J) is set to 100, which is higher than the 16 times set when a jackpot is triggered. As will be described in detail later using Figure 18, since the probability of winning a small jackpot in the high base time-saving state is set to "1 / 12," if the upper limit of the number of times in the high base time-saving state is 100, the chances of winning a small jackpot during the high base time-saving state are extremely high.
[0163] In the high base time-saving state, if an F per Type 10R, a G per Type 1 2R, an H per Type 2 9R, or an I per Type 2 2R is achieved, the game state after the special game ends will return to the high base time-saving state, where the upper limit of the number of high base time-saving times (J) is 16. In the high base time-saving state, if a J per Type 2 9R is achieved, the game state after the special game ends will return to the normal state. In the high base time-saving state, if a special miss or normal miss is achieved and the upper limit of the number of high base time-saving times (J) becomes 16 or 100, the game state will return to the normal state.
[0164] As the game flow above shows, the low base time-saving state is a game state in which it is more difficult to transition to the high base time-saving state than the normal state. Specifically, the conditions for transitioning from the low base time-saving state to the high base time-saving state are that the number of fluctuations (L) reaches 800 and that D is won per Type 1 10R. However, in addition to the above two conditions, the conditions for transitioning from the normal state to the high base time-saving state also include the formation of special miss a or special miss e, and the formation of C per Type 1 2R.
[0165] Therefore, in terms of the ease of a game ball entering the second starting hole 15, the low base time-saving state is higher than the normal state, but in terms of the ease of transitioning to the most advantageous state, the high base time-saving state, the normal state is higher than the low base time-saving state. Therefore, when in the low base time-saving state, the player will play with the aim of transitioning to the normal state. Specifically, when in the low base time-saving state, the player will play with the aim of achieving A per 10R of the first type or B per 2R of the first type, or with the aim of consuming the specified number of low base time-saving times (B).
[0166] As mentioned above, in addition to the route from the normal state to the high base time-saving state, there is also a route directly from the low base time-saving state to the high base time-saving state. Specifically, when the first type D per 10R occurs in the low base time-saving state or the number of fluctuations (L) reaches 800, the low base time-saving state transitions to the high base time-saving state. Therefore, even when the player is in the low base time-saving state, if the first type D per 10R occurs, the player will transition to the high base time-saving state, so the player can always play with the expectation of transitioning to the high base time-saving state.
[0167] Furthermore, even if the player is in a low base time-saving state, when the number of fluctuations (L) is only a few times remaining until 800 spins, the number of fluctuations (L) will reach 800 by consuming the few remaining fluctuation displays, and the player will surely move to a high base time-saving state, so the player can play with a very high sense of expectation.
[0168] Furthermore, when the game transitions to the high base time-saving state, if F per 10R of the first type, G per 2R of the first type, H per 9R of the second type, and I per 2R of the second type continue to occur until the specified transition conditions for transitioning to the normal state are met, the high base time-saving state will continue after the special game ends, making it possible to acquire a large number of game balls.
[0169] Details will be given later, but the specified transition conditions for transitioning from the high base time-saving state to the normal state are the winning of a Type 2 9R J, the start of fluctuation with a miss fluctuation on the maximum number of times (16th or 100th time) after transitioning to the high base time-saving state (transition condition 1), the winning of a small jackpot for the second time after transitioning to the high base time-saving state (transition condition 2), and the start of the 100th fluctuation display of the normal pattern (transition condition 3).
[0170] In this embodiment, the above four conditions are used as the conditions for transitioning from the high base time-saving state to the normal state, but the condition may also be that the number of times the normal pattern has been won reaches a predetermined number (including 1) after transitioning to the high base time-saving state.
[0171] Furthermore, even if any of the above-mentioned predetermined transition conditions is met and a transition occurs from the high base time-shortening state to the normal state, the normal state is a gaming state that is more likely to transition to the high base time-shortening state than the low base time-shortening state, so it can be expected that the game will return to the high base time-shortening state in a short period of time.
[0172] (Mode background image) Next, there will be explained background images of presentation modes according to the gaming state of the gaming machine 1. Fig. 12 is a diagram showing mode background images of the gaming machine 1.
[0173] As shown in FIG. 12, the gaming machine 1 has three presentation modes: land mode, sea mode, and underwater temple mode. The land mode is a presentation mode corresponding to a low base time-saving state. The sea mode is a presentation mode corresponding to a normal state. The underwater temple mode is a presentation mode corresponding to a high base time-saving state. However, as will be described in detail later, the presentation modes and game states generally have the correspondence relationship described above, but there are exceptional cases where the correspondence relationship does not follow.
[0174] In land mode, land background images (rural background, urban background, desert background) are displayed. In sea mode, underwater background images (shallow water background, deep sea background) are displayed. In ocean temple mode, ocean temple background images are displayed.
[0175] From the perspective of game flow, the game state becomes more advantageous in the order of high base time-saving state, normal state, and low base time-saving state as described above, so the background image of the presentation mode is set to become more advantageous the closer it is to the seabed.
[0176] In the ground mode, three types of background images are provided: a rural background image, an urban background image, and a desert background image, but the background image to be displayed may be changed according to the progress of the number of low base time-saving times (B). For example, the fewer the number of times remaining until the specified consumption of the low base time-saving times (B), the more likely the desert background image, the urban background image, and the rural background image are to be displayed in that order.
[0177] Furthermore, as will be described later, when a transition to the sea mode is made under predetermined conditions regardless of whether the game state is the low base time-saving state or the normal state, the game state may be suggested to the player based on the duration of the display of the shallow water background image and the deep sea background image and the transition state. In this case, for example, the more frequently the deep sea background image is displayed, the more likely it is that the game state is the normal state.
[0178] (Command transmission and reception between the frame control board, main control board and card unit) The main control board 110 of the gaming machine 1 generates a gaming machine information notification command and transmits the generated gaming machine information notification command to the frame control board 160. The gaming machine information notification command is a command including information indicating the gaming status of the gaming machine 1 and the progress and stop status of the game.
[0179] Specifically, the gaming machine information notification command includes information indicating whether or not a complete function activation error has occurred, information indicating that a gaming ball has entered a starting port (first starting port entry information command, second starting port entry information command), information indicating that a gaming ball has entered a prize port (first large prize port entry information command, second large prize port entry information command, general prize port entry information command), information indicating that a time-saving game state is in progress (time-saving information), information indicating that a high base time-saving state is in progress (high base information), information indicating that a jackpot game is in progress (jackpot information), and small jackpot. The commands include information indicating that the game is currently being played (small win information), information indicating that the second start port 15 is open (auxiliary play information), information indicating that the game has transitioned from a high base time-saving state to a normal state until a specified condition is met (consecutive jackpot information), information indicating that a win has been made at the first start port 14 or the second start port 15 under specific conditions (common start win command), information indicating that the first special pattern or the second special pattern has started to change (change start information command), information indicating that the special pattern has stopped changing (pattern stop information command), etc.
[0180] The "common start winning command" is a command that is set when there is a winning entry at the first start port 14 in the normal state and low base time reduction state, and when there is a winning entry at the second start port 15 in the high base time reduction state, and details will be described later.
[0181] When the frame control board 160 receives the gaming machine information notification command from the main control board 110, it transmits a response command to the main control board 110. The main control board 110 checks whether or not the response command has been received, and determines whether or not a communication failure has occurred based on the reception status of the response command.
[0182] Below, we will explain the information contained in the gaming machine information notification command, such as information during time reduction, information during high base, information during jackpot, information during small jackpot, information during auxiliary game, and information during consecutive jackpots.
[0183] (Information on shortened hours) The time-saving information is a flag stored in the time-saving information storage area of the main RAM 110b, and is a flag that is set when the game state of the main control board 110 is in a high-base time-saving state or a low-base time-saving state. Specifically, the time-saving information is a flag that is set when transitioning to a high-base time-saving state or a low-base time-saving state, and is cleared when transitioning to a normal state (including when a jackpot game starts).
[0184] (High base medium information) The high base information is a flag stored in the high base information storage area of the main RAM 110b, and is a flag that is set when the game state of the main control board 110 is in the high base time-shortening state. Specifically, the high base information is a flag that is set when transitioning to the high base time-shortening state, and is cleared when transitioning to the normal state (including when a jackpot game starts) or the low base time-shortening state.
[0185] (Jackpot Information) The jackpot information is a flag stored in the jackpot information storage area of the main RAM 110b, and is set when a jackpot game is being played by the main control board 110. Specifically, the jackpot information is a flag that is set at the start of the opening game of the jackpot game and is cleared at the end of the ending game of the jackpot game.
[0186] (Small win information) The small win information is a flag stored in the small win information storage area of the main RAM 110b, and is a flag that is set while a small win game is being played by the main control board 110. Specifically, the small win information is a flag that is set at the start of the opening game of the small win game and is cleared at the end of the ending game of the small win game.
[0187] (Information during auxiliary play) The auxiliary game information is a flag stored in the auxiliary game information storage area of the main RAM 110b, and is a flag that is set while the second start port 15 is being controlled to open by the main control board 110. Specifically, it is a flag that is set when the normal variable symbol stops varying if the lottery result for the normal variable symbol is a win, and is cleared when the opening control of the second start port 15 based on the winning of the normal symbol ends.
[0188] (Information on consecutive jackpots) The continuous jackpot information is a flag stored in the continuous jackpot information storage area of the main RAM 110b, and is a flag that is set during a state in which continuous jackpots are likely to occur. Specifically, the continuous jackpot information is a flag that is set at the start of a jackpot game that transitions to a high base time-saving state (such as a first-class 2R win C in normal state), or at the time of a miss fluctuation stop that transitions to a high base time-saving state (such as when a fluctuation stop occurs due to the establishment of a special miss a or a special miss e in normal state).
[0189] In addition, the continuous jackpot information is a flag that is cleared when the game state transitions from the high base time-saving state to the normal state, there is no reserved information for the second special pattern, the variable display of the second special pattern ends, and the second start port 15 is not controlled to open, or the open control of the second start port 15 that is controlled to open ends. In addition, the continuous jackpot information is a flag that is cleared when the game state transitions from the high base time-saving state to the normal state and the variable display of the first special pattern starts.
[0190] Below, we will explain the high base state fall flag and the continuous jackpot information clear preparation flag used when clearing the above-mentioned continuous jackpot information flag.
[0191] (High base state fall flag) The high base state fall flag is a flag stored in the high base state fall memory area of main RAM 110b, and is set when, when the continuous jackpot information flag is set in the continuous jackpot information memory area of main RAM 110b, it is determined that the game state will subsequently fall to the normal state (excluding the normal state to which it transitions during a jackpot).
[0192] As will be described in more detail later, the high base state fall flag is set when, in the high base state, the jackpot game starts, which transitions to the normal state after it ends (step S330-4-11 in Figure 51, step S351-10 in Figure 56), when a miss fluctuation starts in the fluctuation display of 16 or 100 times, which is the upper limit number of times for the high base time reduction number (J) (step S310-19 in Figure 46), when the second small jackpot game starts (step S330-7-11 in Figure 52), or when the fluctuation display of the normal pattern starts for the 100th time (step S410-9 in Figure 59).
[0193] (Continuous jackpot information clear preparation flag) The continuous jackpot information clear preparation flag is a flag that is set in the continuous jackpot information clear preparation memory area of the main RAM 110b, and is a flag that is set when the continuous jackpot information clearing process is ready to be performed.
[0194] The continuous jackpot information clear preparation flag is a flag that is set when the variable display of the last second special symbol has ended while the high base state fall flag is set (step S330-22 in FIG. 50). Also, when the continuous jackpot information clear preparation flag is set and it is determined that the opening game of the second start port 15 has ended (step S420-15 in FIG. 60), or it is determined that the opening game of the second start port 15 has not been performed (step S410-29 in FIG. 59), the continuous jackpot information flag is cleared. Details of the continuous jackpot information clear process will be described later.
[0195] In addition, the flag for the continuous jackpot information may be cleared without the continuous jackpot information clear preparation flag being set. Specifically, the continuous jackpot information is cleared when the variable display of the first special symbol starts, even if the second start port 15 is controlled to open when the flag for the high base state fall is set (step S310-7 in FIG. 46).
[0196] Details regarding the setting and clearing of flags for time-saving information, high base information, jackpot information, small jackpot information, auxiliary game information, and consecutive jackpot information in the main control board 110, as well as the transmission of this information from the main control board 110 to the frame control board 160, will be described later.
[0197] 13 is a diagram showing an example of transmission and reception of gaming machine information notification commands and response commands between the main control board 110 and the frame control board 160. As shown in FIG. 13, the main control board 110 transmits a gaming machine information notification command to the frame control board 160 every 108 ms. As mentioned above, the transmission cycle of the gaming machine information notification command is 108 ms, but it is possible that an error may actually occur in the transmission cycle. Even in such a case, it is desirable that the allowable error in the transmission cycle be within ±4 ms.
[0198] The frame control board 160 transmits a response command to the main control board 110 within 10 ms after receiving a gaming machine information notification command from the main control board 110. If a situation occurs 10 times in succession where the frame control board 160 does not transmit a response command within 10 ms after transmitting a gaming machine information notification command, the main control board 110 determines that a communication failure has occurred and causes the image display device 31 to display a communication failure notification. Details of the gaming machine information notification process of the main control board 110 will be described later.
[0199] As shown in Fig. 14, the frame control board 160 of the gaming machine 1 transmits gaming machine information notification data to the card unit 9 every 300 ms. As mentioned above, the transmission cycle of the gaming machine information notification data is 300 ms, but it is possible that an error may actually occur in the transmission cycle. Even in such a case, it is desirable that the allowable error in the transmission cycle be 300 ms to 310 ms. Details of the gaming machine information notification process of the frame control board 160 will be described later.
[0200] The gaming machine information notification data includes information indicating the gaming status of the gaming machine 1, information indicating whether or not a complete function activation error has occurred, information indicating whether or not a small ball detection error has occurred, information indicating whether or not an iron ball detection error has occurred, information indicating whether or not a radio wave detection error has occurred, information indicating the number of gaming balls, information indicating the number of balls fired, information indicating the total number of winning balls, information indicating that a prize has been awarded at the start port, information indicating that a prize has been awarded at the large prize port, information indicating that the game is in a time-saving gaming state (time-saving information), information indicating that the game is in a high-base time-saving state (high-base information), information indicating that a jackpot game is being played (jackpot information), information indicating that a small jackpot game is being played (small jackpot information), information indicating that the second start port 15 is in an open state (auxiliary game information), information indicating that the period from the transition to the high-base time-saving state to the transition to the normal state until a specified condition is met (consecutive jackpot information), etc.
[0201] As shown in FIG. 15, the frame control board 160 transmits counting notification data to the card unit 9 100 ms after transmitting the gaming machine information notification data to the card unit 9. The counting notification data is data indicating the number of gaming balls transferred from the gaming machine 1 to the card unit 9. As described above, the counting notification data is transmitted 100 ms after transmitting the gaming machine information notification data, but the transmission timing may be off due to actual control. Even in this case, it is desirable that the counting notification data be transmitted 90 to 100 ms after transmitting the gaming machine information notification data. Details of the counting notification process of the card unit 9 will be described later.
[0202] 16, when the card unit 9 accepts a lending operation by operating the replay button 96 or the lending button 98, it transmits lending notification data to the frame control board 160. The lending notification data is data indicating the number of game balls that can be played on the gaming machine 1 and is transferred from the card unit 9 to the gaming machine 1. Although not shown, the lending notification data is transmitted within 170 ms after the card unit 9 receives the counting notification data from the frame control board 160.
[0203] When the frame control board 160 receives the loan notification data from the card unit 9, it transmits loan acceptance result response data to the card unit 9. If the card unit 9 does not receive the loan acceptance result response data from the frame control board 160 within 10 ms after transmitting the loan notification data, it resends the loan notification data. Details of the card unit 9's loan processing and response confirmation processing will be described later.
[0204] (About turning on the power of gaming machines) When the power is turned on by operating the power switch 177 located on the back of the gaming machine 1, power is supplied from the power supply board 175 to the main control board 110, the performance control board 120, and the frame control board 160, and each board starts up.
[0205] There are four types of power-on operations for the gaming machine 1: a normal power-on operation, a main control board RAM clear power-on operation, a frame control board RAM clear power-on operation, and a full RAM clear power-on operation. The four types of power-on operations are explained below with reference to Figure 17.
[0206] The normal power-on operation is performed by turning on the power SW177 (FIG. 17(a-2)) without pressing the RAM clear SW111a and the game ball count clear SW180e (FIG. 17(a-1)).
[0207] The main control board RAM clear power-on operation is executed by pressing the RAM clear switch 111a and turning on the power switch 177 (FIG. 17(b-2)) with the game ball count clear switch 180e not pressed (FIG. 17(b-1)). When the power is turned on by the main control board RAM clear power-on operation, an initialization process is performed which involves clearing the entire area of the main RAM 110b of the main control board 110. Details of the initialization process of the main control board 110 will be described later.
[0208] The frame control board RAM clear power-on operation is executed by turning on the power SW177 (Fig. 17(c-2)) with the RAM clear SW111a not pressed and the game ball count clear SW180e pressed (Fig. 17(c-1)). When the power is turned on by the frame control board RAM clear power-on operation, an initialization process is performed which involves clearing the entire area of the game ball count RAM 180b of the frame control board 160. Details of the initial setting process of the frame control board 160 will be described later.
[0209] The all RAM clear power-on operation is executed by pressing the RAM clear SW111a and the game ball count clear SW180e (Fig. 17(d-1)) and turning on the power SW177 (Fig. 17(d-2)). When the power is turned on by the all RAM clear power-on operation, initialization processing of each board is performed, which involves clearing the entire area of the main RAM 110b of the main control board 110 and the entire area of the game ball count RAM 180b of the frame control board 160.
[0210] Next, various tables stored in the main ROM 110c will be explained. Figure 18 shows a special symbol win / loss lottery determination table and a normal symbol win / loss lottery determination table of the gaming machine 1.
[0211] (Win / lose lottery decision table) Specifically, Figure 18(a) is a jackpot lottery determination table for the first special pattern, Figure 18(b) is a jackpot lottery determination table for the second special pattern, and Figure 18(c) is a jackpot lottery determination table for the normal pattern.
[0212] As shown in Figure 18(a), the lottery results for the first special symbol are three types: big win, special miss, and normal miss. As shown in Figure 18(b), the lottery results for the second special symbol are four types: big win, small win, special miss, and normal miss. The main CPU 110a refers to the jackpot lottery determination tables shown in Figures 18(a) and 18(b) and determines the lottery result based on the acquired jackpot random number value.
[0213] As shown in FIG. 18(c), the result of the lottery based on the normal symbol is either a win or a loss. The main CPU 110a refers to the win lottery determination table shown in FIG. 18(c) and determines the lottery result based on the acquired normal symbol random number value. As shown in FIG. 18(c), the probability of winning based on the normal symbol lottery is the same in the normal state, the low base time-saving state, and the high base time-saving state. However, the probability of winning based on the normal symbol lottery may be changed depending on the game state.
[0214] (Pattern determination table) 19A and 19B are diagrams showing the big win and small win symbol determination tables of the gaming machine 1. Specifically, Fig. 19A is the big win symbol determination table. The big win symbol determination table associates the type of special symbol display device, special symbol random number value, type of special symbol (type of big win), stop symbol data, and symbol designation command.
[0215] 19(b) is a small win symbol determination table. The small win symbol determination table is associated with special symbol random number values, types of special symbols (types of big wins that are executed by winning in the specific area 19B), stop symbol data, and symbol designation commands. In the gaming machine 1, a small win is established only by drawing the second special symbol, but it is also possible to establish a small win based on the result of drawing the first special game.
[0216] The symbol designation command is composed of one byte of MODE data indicating the classification of the control command and one byte of DATA indicating the content of the control command to be executed. In addition, even if a control command (for example, a variation pattern designation command) is transmitted from another main control board 110 to the performance control unit 120m, which will be described later, the data structure of the command is the same as that of the symbol designation command.
[0217] Figure 20 shows symbol determination tables for losing symbols of the gaming machine 1. Specifically, Figure 20(a) is a symbol determination table for special losing symbols, and Figure 20(b) is a symbol determination table for normal losing symbols.
[0218] As shown in Figure 18, the special loss is selected by a lottery for the first special symbol and a lottery for the second special symbol. The special loss symbol determination table shown in Figure 20(a) is associated with the type of special symbol display device, special symbol random number value, type of special symbol (type of special loss), stop symbol data, and symbol designation command. The regular loss symbol determination table shown in Figure 20(b) is associated with the type of special symbol display device, special symbol random number value, type of special symbol (type of regular loss), and stop symbol data.
[0219] When the special pattern starts to change, the main CPU 110a determines a pattern designation command based on the pattern determination table shown in Figures 19 and 20 and the acquired special pattern random number value, and sends the determined pattern designation command to the performance control unit 120m.
[0220] (Special game end setting table) FIG. 21 is a setting table for determining the game state after the special game of the gaming machine 1 is ended.
[0221] The setting table at the end of special game corresponds to the type of special pattern display device, the type of special pattern, the stopping pattern data, the game status information set in the game status buffer, the game status at the end of special game, the low base time reduction number (B), and the high base time reduction status (J).
[0222] The "game status buffer" is a memory area provided in the main RAM 110b, and is a memory area that stores information indicating the game status at the time of a change in which a jackpot is won. As described above, the game status of the gaming machine 1 is composed of a normal state, a low base time-saving state, and a high base time-saving state.
[0223] The game status at the time of the change due to the jackpot win will be normal if the game status information in the game status buffer is "00H", will be low base time-shortened if the game status information in the game status buffer is "01H", and will be high base time-shortened if the game status information in the game status buffer is "02H".
[0224] The main CPU 110a refers to the setting table at the end of the special game shown in Figure 21 and determines the game status after the special game ends, the number of low-base time reductions (B), and the number of high-base time reductions (J) based on the stop data of the special pattern and the game status information in the game status buffer.
[0225] Below, although it overlaps with the game flow explained using FIG. 11 in part, a detailed explanation will be given of the change in the game state when each jackpot symbol stops as a special symbol.
[0226] When special symbol A stops (when A is selected for Type 1 10R) and when special symbol B stops (when B is selected for Type 1 2R), the game status after the special game ends will be normal regardless of the game status information in the game status buffer.
[0227] When the special symbol C stops (when C is selected per Type 1 2R), the game state after the special game ends will be a high base time reduction state in which the upper limit of the number of high base time reductions (J) is 16 if the game state information in the game state buffer is normal, and a low base time reduction state in which the upper limit of the number of low base time reductions (B) is 100 if the game state information in the game state buffer is low base time reduction state or high base time reduction state.
[0228] When the special symbol D stops (when D is selected per Type 1 10R), the game state after the special game ends will be a high base time-saving state in which the upper limit of the number of high base time-saving times (J) is 16, regardless of the game state information in the game state buffer.
[0229] When the special symbol F stops (when F is selected for the first type 10R), when the special symbol G stops (when G is selected for the first type 2R), when the special symbol H stops (when H is selected for the second type 9R), or when the special symbol I stops (when I is selected for the second type 2R), and when the second type special game is executed, the game state after the special game ends will be a high base time reduction state in which the upper limit of the number of high base time reductions (J) is 16, regardless of the game state information in the game state buffer.
[0230] When the special symbol J stops (when J is selected for the second type 9R win) and the second type special game is executed, the game state after the special game ends will be the normal state regardless of the game state information in the game state buffer.
[0231] In this embodiment, only the second type 9R win J is provided as a jackpot based on the lottery result of the second special symbol that transitions from the high base time-saving state to the normal state after completion, but multiple types of jackpots based on the lottery result of the second special symbol that transitions from the high base time-saving state to the normal state after completion may be provided. Also, as a jackpot based on the lottery result of the second special symbol that transitions from the high base time-saving state to the normal state after completion, one type may be provided instead of two types.
[0232] In this embodiment, when a transition from the normal state to the high base time-saving state is made in response to a jackpot, the upper limit number of times for the high base time-saving count (J) is the same 16 times in any case of jackpot, but the upper limit number of times for the high base time-saving count (J) may be made different depending on the type of jackpot that is achieved.
[0233] As mentioned above, when a jackpot triggers a transition from the normal state to the high base time-saving state, the upper limit of the number of high base time-saving times (J) is set to 16. However, as shown in Figure 11, when a transition to the high base time-saving state is triggered by a special miss or the number of fluctuations (L) reaching 800, the upper limit of the number of high base time-saving times (J) is set to 100.
[0234] However, the number of high base time-saving times (J) may be the same when transitioning to the high base time-saving state is triggered by a jackpot and when transitioning to the high base time-saving state is triggered by a special miss or the number of fluctuations (L) reaching 800.
[0235] (Setting table when special losing symbols stop) FIG. 22 is a diagram showing a setting table for when a special losing symbol stops, which is used to determine the game state after the special losing symbol of the gaming machine 1 stops.
[0236] The setting table for when a special losing symbol stops corresponds to the type of special symbol display device, the type of special symbol, the stopped symbol data, the game state before the symbol stops, the game state when the symbol stops, the number of low-base time reductions (B), and the number of high-base time reductions (J).
[0237] Below, although it overlaps with the game flow explained using FIG. 11 in part, we will explain the change in the game state when each losing symbol stops as a special symbol.
[0238] When the special pattern a stops (when the special miss a is selected), if the game state before the pattern stops is normal, the game state will become high base time-saving state in which the upper limit of the number of high base time-saving times (J) is 100, if the game state before the pattern stops is low base time-saving state, the game state and the number of low base time-saving times (B) will be maintained, and if the game state before the pattern stops is high base time-saving state, the game state and the number of high base time-saving times (J) will be maintained.
[0239] When special pattern b stops (when special miss b is selected), if the game state before the pattern stops is normal, the game state will become low base time reduction state in which the upper limit of the low base time reduction number of times (B) is 600, if the game state before the pattern stops is low base time reduction state, the game state and low base time reduction number of times (B) will be maintained, and if the game state before the pattern stops is high base time reduction state, the game state and high base time reduction number of times (J) will be maintained.
[0240] When the special pattern c stops (when the special miss c is selected), if the game state before the pattern stops is normal, the game state will become low base time reduction state in which the upper limit of the low base time reduction number of times (B) is 400 times, if the game state before the pattern stops is low base time reduction state, the game state and the low base time reduction number of times (B) will be maintained, and if the game state before the pattern stops is high base time reduction state, the game state and the high base time reduction number of times (J) will be maintained.
[0241] When the special symbol d stops (when the special miss d is selected), if the game state before the symbol stops is normal, the game state will be low base time-saving state in which the upper limit of the low base time-saving number of times (B) is 200 times, if the game state before the symbol stops is low base time-saving state, the game state and the low base time-saving number of times (B) will be maintained, and if the game state before the symbol stops is high base time-saving state, the game state and the high base time-saving number of times (J) will be maintained.
[0242] When the special symbol e stops (when the special miss e is selected), if the game state before the symbol stops is normal, the game state will become high base time-saving state in which the upper limit of the number of high base time-saving times (J) is 100, if the game state before the symbol stops is low base time-saving state, the game state and the number of low base time-saving times (B) will be maintained, and if the game state before the symbol stops is high base time-saving state, the game state and the number of high base time-saving times (J) will be maintained.
[0243] Although not shown in the table in Figure 22, when special pattern y stops (when a normal miss is selected by drawing the first special pattern) and when special pattern z stops (when a normal miss is selected by drawing the second special pattern), the game state does not change, unlike when a special miss is selected.
[0244] However, when a special miss or normal miss is selected, the game state when the pattern stops is as described above, but there are cases where the game state control is different from the control described above. Specifically, when the number of fluctuations (L) reaches 800 in the normal state or low base time-saving state, the game state becomes a high base time-saving state in which the upper limit of the high base time-saving number (J) is 100, regardless of the type of missing pattern. Also, when the high base time-saving number (J) reaches the upper limit of 16 or 100 in the high base time-saving state, the game state becomes the normal state when the fluctuation starts.
[0245] In this embodiment, as special misses that transition to the high base time-saving state in the normal state, there are special miss a by lottery with the first special symbol and special miss e by lottery with the second special symbol, but there may be multiple types of special misses that transition to the high base time-saving state with each special symbol. In that case, the upper limit number of high base time-saving times (J) may be set to different numbers depending on the type of special miss that has been established.
[0246] (Special game control table) Figure 23 is a diagram showing a special game control table that is referenced when controlling special games on the gaming machine 1. Figure 23(a) is a diagram showing a special game control table for a first type jackpot. In the special game control table for a first type jackpot, stopped symbol data, opening time, opening designation command, table number of the big prize opening opening control table, ending time, and ending designation command are associated with each of six types of first type jackpots.
[0247] The main CPU 110a, which will be described in detail later, refers to a special game control table for a first type jackpot and controls an opening game, a round game, and an ending game for a first type jackpot based on the stopped symbol data.
[0248] The special game is a game consisting of an opening game, a round game, and an ending game. The opening game is a game that is played from the start of the special game until the first large prize opening 16 or the second large prize opening 17 is controlled to be open for the first time. The round game is a game that is played after the first large prize opening 16 or the second large prize opening 17 has been controlled to be open for a predetermined period of time and then controlled to be closed. The ending game is a game that is played from the end of the last round game until the end of the special game. The opening time is the time from the start of the special game until the start of the first round game, and the ending time is the time from the end of the last round game until the end of the special game.
[0249] The opening designation command and the ending designation command are both commands sent from the main control board 110 to the performance control board 120. As will be described in detail later, upon receiving the opening designation command or the ending designation command, the performance control board 120 controls the performance of the opening game performance or the ending game performance.
[0250] 23(b) is a diagram showing the special game control table for the second type jackpot. The special game control table for the second type jackpot corresponds to the stopped symbol data, opening time, opening designation command, table number of the big prize opening opening control table, ending time, and ending designation command.
[0251] The main CPU 110a, which will be described in detail later, refers to a special game control table for a second type jackpot and controls an opening game, a round game, and an ending game for the second type jackpot based on the stopped symbol data.
[0252] 23(c) is a diagram showing the special game control table for small wins. The special game control table for small wins corresponds to the stop symbol data, opening time, opening designation command, table number of the big prize opening opening control table, ending time, and ending designation command.
[0253] The main CPU 110a, which will be described in detail later, refers to a special game control table for small win and controls an opening game, a round game, and an ending game for small win based on the stopped symbol data.
[0254] (Big prize opening / closing control table) Figure 24 is a diagram showing the large prize opening opening / closing control table of the gaming machine 1. Figure 24(a) is a diagram showing the large prize opening opening / closing control table for a first type of large prize winning event. The large prize opening opening / closing control table for a first type of large prize winning event associates the table number, round number, large prize opening type, special electric activation number, and the opening time and closing time of the large prize opening for each round of play.
[0255] As mentioned above, there are two types of first-class jackpots: a 10R jackpot and a 2R jackpot, and the opening control of the jackpot slot in each round of play is performed by referring to table number "01" and table number "02."
[0256] As will be described in more detail later, when a round of play is played in the event of a first-class jackpot, the main CPU 110a refers to the first-class jackpot large prize opening / closing control table and performs opening and closing control of the first large prize opening 16 based on the table number.
[0257] 24(b) is a diagram showing a large prize opening / closing control table for a second-class jackpot. The large prize opening / closing control table for a second-class jackpot associates the table number, round number, large prize opening type, special electric activation number, and the opening time and closing time of the large prize opening for each round of play.
[0258] As mentioned above, there are two types of second-class jackpots: a 9R jackpot and a 2R jackpot, and the opening control of the jackpot slot in each round of play is performed by referring to table number "03" and table number "04."
[0259] As will be described in more detail later, when a round of play is performed in the event of a second-type jackpot, the main CPU 110a refers to the second-type jackpot large prize opening / closing control table and performs opening and closing control of the first large prize opening 16 based on the table number.
[0260] Figure 25 shows the small win large prize opening / closing control table and the small win specific area opening / closing control table of the gaming machine 1. Figure 25(a) shows the small win large prize opening / closing control table. The small win large prize opening / closing control table associates the table number, round number, large prize opening type, special electric activation number, and large prize opening opening opening time and large prize opening closing time.
[0261] Although the details will be described later, when a small win game is played, the main CPU 110a refers to a small win large prize opening open / close control table to perform opening and closing control of the second large prize opening 17. Note that the opening and closing control of the large prize opening in a small win is only one type of opening and closing control, which repeats opening the second large prize opening 17 for 0.1 seconds and closing it for 0.05 seconds 10 times.
[0262] In this embodiment, there is one type of pattern for the opening and closing control of the second large winning opening 17 during a small win game, but multiple types of patterns may be provided. In this case, by providing multiple types of opening / closing control patterns for the second large winning opening 17 that differ in the ease with which a gaming ball can enter the specific area 19B during a small win game, the likelihood of a second-type jackpot occurring based on a ball entering the specific area 19B may be varied depending on the type of small win. Furthermore, among the multiple types of opening / closing control patterns for the second large winning opening 17, there may be provided a pattern in which a gaming ball can easily enter the specific area 19B during normal play, or a pattern in which a gaming ball cannot easily enter the specific area 19B, thereby varying the likelihood of a second-type jackpot occurring.
[0263] 25(b) is a diagram showing a specific area opening / closing control table for small wins. The specific area opening / closing control table for small wins associates the elapsed time from the opening of the second large prize opening 17 with the opening time at which the specific area 19B is opened by the sliding member 19C moving backward, and the closing time at which the specific area 19B is closed by the sliding member 19C moving forward.
[0264] In this embodiment, there is one type of pattern for the opening and closing control of the specific area 19B in a small win game, but multiple types of patterns may be provided. In this case, multiple types of opening and closing control patterns for the specific area 19B that differ in the ease with which a gaming ball enters the specific area 19B during a small win game may be provided, thereby varying the likelihood of a second type jackpot occurring based on the gaming ball entering the specific area 19B. Furthermore, among the multiple types of opening and closing control patterns for the specific area 19B, a pattern in which it is easy for a gaming ball to enter the specific area 19B during normal play and a pattern in which it is difficult for a gaming ball to enter the specific area 19B may be provided, thereby varying the likelihood of a second type jackpot occurring.
[0265] The main CPU 110a, which will be described in detail later, performs opening and closing control of the specific area 19B by referring to the specific area opening / closing control table for small win when a small win game is played.
[0266] (Special pattern variation pattern determination table) 26, 27, 28, and 29 are diagrams showing special symbol variation pattern determination tables that are referenced to determine the variation pattern of the first special symbol or the second special symbol of the gaming machine 1.
[0267] Specifically, the fluctuation pattern determination table for the first special symbol is composed of four types of tables: one for the normal state (Fig. 26), one for the low base time-saving state (Fig. 27), and one for the high base time-saving state (Fig. 28(a)(b)). Also, there are two types for the high base time-saving state because the table in Fig. 28(b) is referenced in the first fluctuation of the high base time-saving state, which is triggered by the number of fluctuations (L) reaching 800, and the table in Fig. 28(a) is referenced in the high base time-saving state other than the above.
[0268] In addition, the special pattern fluctuation pattern determination table for the second special pattern is composed of three types of tables: one for the high base time-shortening state to which the game transitions after the end of a jackpot (Figure 29(a)), one for the high base time-shortening state to which the game transitions after a miss (Figure 29(b)), and one for the final fluctuation of the high base time-shortening state (Figure 29(c)).
[0269] In addition, whether the high base time-saving state is one in which Figure 29(a) is referenced or one in which Figure 29(b) is referenced, the table in Figure 29(c) is referenced preferentially in the final fluctuation of the high base time-saving state.
[0270] Therefore, there are seven types of tables in the variation pattern determination table for the special symbols of the gaming machine 1. All of these variation pattern determination tables are stored in the main ROM 110c.
[0271] The special symbol variation pattern determination tables shown for the first special symbol in the normal state (Fig. 26), the first special symbol in the low base time-saving state (Fig. 27), and the second special symbol (Fig. 29(a)(b)) are associated with the special symbol, the number of reserved symbols, the random number value for reach determination, the random number value for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern designation command. Note that the variation pattern determination tables shown for the first special symbol in the high base time-saving state (Fig. 28(a)(b)) and the second special symbol in the high base time-saving state (Fig. 29(c)) are not associated with the random number value for reach determination, but are associated with the special symbol, the random number value for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern designation command.
[0272] The random number value for reach determination is a random number value consisting of 100 values with a range of 0 to 99. The random number value for reach determination is not referenced in the case of special symbols corresponding to a jackpot, since reach effects are always performed when a jackpot occurs.
[0273] In addition, the random number value for reach determination is always used for reach effects when a special miss occurs in normal and low-base time-saving modes, and is always used for shortening when a special miss occurs in high-base time-saving modes, so it is not referenced even in the case of special symbols corresponding to special misses. Therefore, the random number value for reach determination is referenced only in the case of special symbols corresponding to normal misses (special symbol y or special symbol z).
[0274] The following explains the first special symbol variation pattern determination table that is referred to in the normal state using Figure 26. In the first special symbol variation pattern determination table that is referred to in the normal state, in the case of a variation display in which special symbol A (A per 10R of the first type) stops, one of variation patterns 10, 11, or 12 is associated with the value of the random number value for special symbol variation.
[0275] The random number value for special symbol fluctuation is a random number value consisting of 100 values with a random number range from 0 to 99. The distribution of fluctuation patterns for special symbol A increases in the order of fluctuation pattern 12, fluctuation pattern 11, and fluctuation pattern 10. In addition, the fluctuation times T10, T11, and T12 for fluctuation patterns 10, 11, and 12 are 20 seconds, 30 seconds, and 50 seconds, respectively.
[0276] In the first special symbol fluctuation pattern determination table that is referenced in the normal state, when special symbol B (B per 1st type 2R), special symbol C (C per 1st type 2R), and special symbol D (D per 1st type 10R) stop, multiple types of fluctuation patterns are associated with the special symbol fluctuation random number value, just as in the case of special symbol A.
[0277] In the variation pattern determination table of the first special symbol that is referred to in the normal state, variation patterns 30 and 31 are associated with each other according to the value of the random number value for special symbol variation as variation patterns when special symbol a (special miss a) stops. Also, as for variation patterns when special symbol b (special miss b), special symbol c (special miss c), and special symbol d (special miss d) stop, two variation patterns are associated with each special symbol according to the value of the random number value for special symbol variation, similar to special symbol a.
[0278] Fluctuation patterns 30, 32, 34, and 36, which correspond to special losses in the normal state, all have the same fluctuation time T30 (30 seconds).Furthermore, fluctuation patterns 33, 35, and 37, which correspond to special losses in the normal state, all have the same fluctuation time T32 (40 seconds).
[0279] In the first special symbol fluctuation pattern determination table that is referenced in the normal state, the fluctuation pattern and fluctuation time of the special symbol when the special symbol y (normal miss) stops are allocated according to the number of reserved first special symbols (U1), the random number value for reach determination, and the random number value for special symbol fluctuation.
[0280] Specifically, when the first special symbol reserved number (U1) is 0 or 1, if the reach determination random number value is 0 to 69, variation pattern 40 is associated, and if the reach determination random number value is 70 to 99, any of variation patterns 41, 42, 43, and 44 is associated depending on the value of the special symbol variation random number value. Similarly, when the first special symbol reserved number is 2 or 3, if the reach determination random number value is 0 to 89, variation pattern 45 is associated, and if the reach determination random number value is 90 to 99, any of variation patterns 46, 47, 48, and 49 is associated depending on the value of the special symbol variation random number value.
[0281] In addition, although a maximum of 4 may be stored as the reserved number of special symbols, the variation pattern of the special symbol is determined after subtracting 1 from the reserved number of special symbols. Therefore, when referring to the variation pattern determination table of the special symbol, there is no situation where the reserved number is 4, so the case of reserved number 4 is not included in the variation pattern determination table of the special symbol.
[0282] The fluctuation time T40 of fluctuation pattern 40 is 4 seconds, and the fluctuation time T44 of fluctuation pattern 45 is 2 seconds. Therefore, the average time of the fluctuation time of the special symbol when a normal miss stops is set longer when the first special symbol reserved number (U1) is 0 or 1 than when it is 2 or 3. This is set so that the longer the fluctuation time becomes when the reserved number is small, so that the reserved number can be accumulated more easily when there are few reserved numbers, and so that when there are many reserved numbers, the missing fluctuation can be consumed quickly and the game can proceed smoothly.
[0283] In addition, when special symbol y stops, the variation patterns 42 and 47, in which the random number value for special symbol variation is selected from 50 to 69, all have a variation time of T30 (30 seconds), which is the same variation time as when variation pattern 30 (special symbol a), variation pattern 32 (special symbol b), variation pattern 34 (special symbol c), and variation pattern 36 (special symbol d), which correspond to special misses, stop. As will be described in detail later, in the case of the above variation patterns, all of them perform the same roulette effect, so they have the same variation time.
[0284] Next, we will explain the first special symbol variation pattern determination table referenced in the low base time-saving state using Figure 27. As with the table referenced in the normal state, in the case of a jackpot or special miss, the variation pattern is assigned according to the type of special symbol and the value of the random number for special symbol variation, and in the case of a normal miss, the variation pattern is assigned according to the number of reserved symbols, the random number for reach determination, and the random number for special symbol variation. In either case, the assigned variation pattern is associated with a variation time and a variation pattern designation command.
[0285] The first special symbol fluctuation pattern determination table referenced in the normal state and the low base time-saving state has the same number of fluctuation patterns allocated to each special symbol except for special symbol d, and the allocation values of the reserved number, random number value for reach determination, and random number value for special symbol fluctuation are also the same.
[0286] In addition, in the normal state, two types of variation patterns can be determined for special pattern d depending on the random number value for special pattern variation, but in the low base time-saving state, one type of variation pattern is determined regardless of the random number value for special pattern variation.
[0287] Furthermore, when comparing the fluctuation times of the fluctuation pattern determination tables in the normal state and the low base time-shortening state, the fluctuation times are the same for all fluctuation patterns except for fluctuation pattern 31 (normal state) and fluctuation pattern 64 (low base time-shortening state), which are special pattern fluctuation random number values "20 to 99" when the special pattern is special miss a.
[0288] In addition, the fluctuation time T31 of fluctuation pattern 31 which results in special miss a in the normal state is 50 seconds, and the fluctuation time T44 of fluctuation pattern 64 which results in special miss a in the low base time-saving state is 35 seconds.
[0289] Next, we will explain the variation pattern determination table for the first special symbol variation in the high base time-saving state using Figure 28. Figure 28(b) is a variation pattern determination table referenced in the first special symbol variation of the first variation in the high base time-saving state, which is triggered by the transition when the number of variations (L) reaches 800 spins, and Figure 28(a) is a variation pattern determination table referenced in the first special symbol variation in the high base time-saving state in situations other than those described above.
[0290] The variation pattern determination table for the first special symbol variation in the high base time-saving state shown in Figure 28(a) is not associated with the reserved number and the random number value for reach determination, but is associated with the special symbol, the random number value for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern designation command. Also, for the special symbol that results in a jackpot, multiple variation patterns are assigned according to the value of the random number value for special symbol variation, and for the special symbol that results in a special miss and a normal miss, one type of variation pattern is associated with each special symbol.
[0291] Next, using Figure 28(b), we will explain the variation pattern determination table of the first special symbol that is referenced in the first variation in the high base time-saving state that is triggered when the number of variations (L) reaches 800. In Figure 28(b), as in Figure 28(a), all special symbols are not associated with the reserved number and the random number value for reach determination.
[0292] In the first special symbol fluctuation pattern determination table in the high base time-saving state shown in Figure 28 (b), the special symbols that result in a jackpot are associated with one fluctuation pattern for each type of special symbol, and one fluctuation pattern is commonly associated with both special misses and normal misses. In addition, all fluctuation patterns are associated with a common fluctuation time T58 (12 seconds).
[0293] In a situation where the transition to the high base time-saving state is triggered by the number of fluctuations (L) reaching 800, the player is often playing with the left hand aiming to get the game ball into the first starting hole 14. Therefore, the fluctuation that triggers the transition to the high base time-saving state is mostly a fluctuation of the first special symbol, and furthermore, when the symbol of that fluctuation stops, it is highly likely that only the first special symbol is on hold, and the next fluctuation of the first special symbol often occurs immediately after the symbol stops.
[0294] Details will be described later, but when the performance control board 120 receives the variation pattern 124 corresponding to the special miss and normal miss shown in Figure 28(b), it notifies the player that it has entered a high base time-saving state, thereby prompting the player to switch from left-hit firing operation to right-hit firing operation.
[0295] Next, the variation pattern determination table for the second special symbol will be explained using FIG. 29(a) is a diagram showing a variation pattern determination table for the variation of the second special symbol, which is referred to in the high base time-saving state to which the state shifts after the end of the jackpot game. In the variation pattern determination table for the second special symbol shown in Fig. 29(a), when the special symbol F (F for the first type 10R) and the special symbol G (G for the first type 2R) stop, multiple types of variation patterns are associated with each special symbol according to the value of the random number value for the variation of the special symbol, just like the variation pattern determination table for the first special symbol.
[0296] In the variation pattern determination table of the second special symbol shown in Figure 29 (a), when the special symbol H, special symbol I, and special symbol J corresponding to the small win stop, variation patterns 210, 211, and 212 are associated, respectively. In addition, the variation patterns 210, 211, and 212 all have the same variation time of T55 (50 seconds).
[0297] In the variation pattern determination table of the second special symbol shown in Figure 29 (a), when the special symbol e corresponding to the special miss stops, the variation pattern 213 is associated. In addition, the variation time of the variation pattern 213 is T57 (20 seconds).
[0298] In the second special pattern variation pattern determination table shown in Figure 29(a), the variation pattern and variation time of the special pattern when special pattern z, which is normally a miss, stops are associated with the second special pattern reserved number (U2), the random number value for reach determination, and the random number value for special pattern variation, just as when special pattern y (normally a miss) stops in the first special pattern variation pattern determination table.
[0299] In addition, when the special symbol z stops, the variation patterns 222 and 226, in which the random number value for the special symbol variation is selected from 40 to 89, all have a variation time of T55 (50 seconds), which is the same variation time as when the variation pattern 210 (special symbol H), variation pattern 211 (special symbol I), and variation pattern 212 (special symbol J) corresponding to the small win stop. As will be described in detail later, in the case of the above variation patterns, all of them perform the same chance performance, so they have the same variation time.
[0300] FIG. 29(b) is a diagram showing a variation pattern determination table for the second special symbol variation that is referenced in the high base time-shortening state to which the transition is made after a miss stop or in the normal state.
[0301] Specifically, Figure 29(b) shows the high base time-saving state after the next fluctuation when special miss a or special miss e occurs in the normal state, the high base time-saving state after the next fluctuation when the number of fluctuations (L) reaches 800 in the normal state or low base time-saving state, and the fluctuation pattern determination table for the second special pattern fluctuation referenced in the normal state.
[0302] It is difficult for a gaming ball to enter the second starting hole 15 in the normal state or the low base time-saving state, but it becomes easy in the high base time-saving state. Therefore, in the normal state, the case where the variation pattern determination table for the variation of the second special symbol in Fig. 29(b) is referred to is mainly when, in the normal state transitioned from the high base time-saving state, the variation display of the second special symbol that has been reserved and stored is performed by the entry of a gaming ball into the second starting hole 15, which is in the open state during the high base time-saving state or when transitioning from the high base time-saving state to the normal state.
[0303] The variation pattern determination table for the second special symbol variation shown in Figure 29(b) has fewer types of variation pattern designation commands than the variation pattern determination table for the second special symbol variation shown in Figure 29(a). Specifically, in Figure 29(a), there are many cases in which multiple variation pattern designation commands are assigned to one type of special symbol depending on the value of the random number value for special symbol variation, but in Figure 29(b), only one type of variation pattern designation command is associated with the special symbols except for special symbol z.
[0304] Also, the fluctuation time of the jackpot fluctuation selected in Figure 29(b) is set to be shorter than the fluctuation time of the jackpot fluctuation selected in Figure 29(a). Specifically, the fluctuation times selected for the special symbol F in Figure 29(a) are T52 (60 seconds), T51 (40 seconds), and T50 (20 seconds), while the fluctuation time selected for the special symbol F in Figure 29(b) is T60 (5 seconds). Also, the fluctuation times selected for the special symbol G, special symbol H, special symbol I, and special symbol J are, like the special symbol F, such that the fluctuation time T60 selected in Figure 29(b) is shorter than the fluctuation times selected in Figure 29(a).
[0305] Furthermore, the fluctuation time of the loss fluctuation selected in Figure 29(b) is set to a shorter time than the fluctuation time of the loss fluctuation selected in Figure 29(a). Specifically, the fluctuation time selected for the special symbol z, which is a normal loss in Figure 29(a), is T58 (60 seconds), T55 (50 seconds), T57 (20 seconds), T56 (6 seconds), and T59 (3 seconds). On the other hand, the fluctuation time selected for the special symbol z, which is a normal loss in Figure 29(b), is T61 (2 seconds), and T62 (1 second).
[0306] From the above, the fluctuation time of the second special pattern is more likely to be selected in the fluctuation pattern determination table of Figure 29(b) as a shorter fluctuation time than the fluctuation time selected in the fluctuation pattern determination table of Figure 29(a).
[0307] In other words, the fluctuation time of the second special symbol is more likely to be relatively short in the high base time-shortening state (see Figure 29(b)) which is entered after a miss stops than in the high base time-shortening state (see Figure 29(a)) which is entered after the end of a jackpot.
[0308] Although the details will be described later, there are two types of presentation modes for the high base time-saving state: "Undersea Temple Mode" and "Big Win Preparation Mode." In the "Undersea Temple Mode," the variation display of the second special symbol is referenced to the variation pattern determination table in Figure 29(a), and in the "Big Win Preparation Mode," the variation display of the second special symbol is referenced to the variation pattern determination table in Figure 29(b).
[0309] In addition, the variation pattern determination table in Figure 29(b) is a variation pattern determination table used when you want to shorten the time until a jackpot is achieved. Specifically, when the game transitions to a high base time-saving state after a miss stop, the player has not yet won any balls, so you want the player to win any balls quickly. In this situation, by displaying the variation using the variation pattern determination table in Figure 29(b), you can shorten the time until the player wins a jackpot.
[0310] In addition, when there is a possibility that a jackpot will be established immediately (when the variable display of the second special symbol is determined using Figure 29(b)), the "jackpot preparation mode" presentation mode is executed. Also, in a high base time-saving state other than the above (when the variable display of the second special symbol is determined using Figure 29(a)), the "underwater temple mode" presentation mode is executed.
[0311] As will be described in more detail later, the main CPU 110a refers to the special pattern variation pattern determination table shown in Figure 26, Figure 27, Figure 28, or Figure 29, and determines the special pattern variation pattern, special pattern variation time, and variation pattern designation command based on the type of special pattern display, the type of special pattern, the number of reserved special patterns, the random number value for reach determination, and the random number value for special pattern variation.
[0312] In addition, as will be described in detail later, the performance control board 120 controls the game performance based on the variation pattern designation command received from the main control board 110. The performance contents in Figures 26, 27, 28, and 29 show examples of performances that the performance control board 120 executes in response to each variation pattern designation command.
[0313] Figure 29(c) is a diagram showing a variation pattern determination table that is referenced when varying the second special pattern when the high base time-saving count (J) is 0, and is a variation pattern determination table that is referenced when varying the second special pattern, which is the final variation in the high base time-saving state.
[0314] As shown in Figure 29(c), in the final fluctuation of the second special symbol in the high base time reduction state, in the case of a big win or a small win, one fluctuation pattern is associated according to the type of special symbol, and in the case of a special miss or a normal miss, one fluctuation pattern is associated in common. In addition, all fluctuation patterns are associated with a common fluctuation time T64 (16 seconds).
[0315] In addition, regardless of whether the high base time-saving state refers to the fluctuation pattern determination table shown in Figure 29(a) or Figure 29(b), in the final fluctuation of the high base time-saving state, the fluctuation pattern determination table shown in Figure 29(c) is referenced preferentially.
[0316] The following describes the details of each of the effects shown in Figures 26, 27, 28, and 29. A "reach" refers to a variation in which, after all decorative symbols 36 have been displayed, decorative symbols of the same type temporarily stop on the left symbol 36L and the right symbol 36R, while the non-temporarily stopped middle symbol 36C continues to vary. If the last-temporarily stopped middle symbol 36C is the same type as the previously-temporarily stopped left symbol 36L and right symbol 36R, this is a combination of decorative symbols 36 indicating a jackpot. If the last-temporarily stopped middle symbol 36C is a different type from the previously-temporarily stopped left symbol 36L and right symbol 36R, this is a combination of decorative symbols 36 indicating a loss.
[0317] "Normal fluctuation" and "shortened fluctuation" refer to fluctuations in which multiple decorative symbols 36 do not reach a winning result during the fluctuation, but stop with different types of decorative symbols 36. Also, the fluctuation time of "normal fluctuation" is longer than that of "shortened fluctuation."
[0318] However, when the combination of decorative symbols 36 resulting in a miss is a specific combination, it may be a combination of decorative symbols 36 indicating a specific jackpot (for example, "0", "0", "7", etc.). Also, by temporarily stopping a type of decorative symbol 36 indicating a specific jackpot on the middle symbol 36C in a reach miss, it may be a combination of decorative symbols 36 indicating a specific jackpot (for example, "1", "2R hit", "1", etc.).
[0319] A "normal reach" is a reach effect with a low probability of winning, in which the left and right symbols 36L and 36R of the same type temporarily stop while the middle symbol 36C fluctuates. An "SP reach" is a reach with a higher probability of winning than a normal reach, and is an effect that uses characters or the like on a background different from that of a normal reach to tease which type of decorative symbol 36 will temporarily stop on the middle symbol 36C. A "full rotation reach" is a reach that guarantees a jackpot, in which three decorative symbols 36 of the same type are combined and fluctuate at a slow speed.
[0320] A "roulette effect" is an effect that is executed after a pattern combination of decorative patterns 36 indicating a missed reach (for example, "3," "2," "3") is temporarily stopped, and indicates a change in the effect mode or a continuation of the effect mode.
[0321] As shown in Figures 26 and 27, the roulette effect is an effect that is executed when the first special symbol is a special miss or part of a normal miss. The results that make up the roulette effect are three types of images corresponding to "land mode," "sea mode," and "underwater temple mode." Details will be described later, but the image corresponding to "land mode" is an image with the word "land" attached, the image corresponding to "sea mode" is an image with the word "sea" attached, and the image corresponding to "underwater temple mode" is an image with the word "temple" attached.
[0322] The roulette effect notifies the player of a change in the presentation mode or continuation of the presentation mode based on the final result of the roulette according to the game flow described above. Note that the roulette effect is executed only when the first special symbol is displayed in the ocean mode, and is not executed when the second special symbol is displayed in the ocean mode.
[0323] When the roulette effect indicates a change in mode effect, the background image is switched to a background image corresponding to the new mode. When the roulette effect indicates a continuation of the mode effect, the currently displayed background image is maintained, or the display is switched to a different background image within the same mode (for example, in ocean mode, the background image is switched from a "shallow water background image" to a "deep sea background image").
[0324] A "battle effect" is an effect that notifies of a successful jackpot or a transition or continuation of the effect mode by displaying the outcome of the battle (win, loss, draw), and is an effect that can only be executed when the effect mode is sea mode.
[0325] The battle victory effect is executed when C or a special miss a is achieved for 2R of the first type in the normal sea mode, and when D is achieved for 10R of the first type in the low base time-saving state and normal sea mode. In either case, the game state will transition to the high base time-saving state.
[0326] The battle defeat effect is executed when special miss b, special miss c, or special miss d occurs in normal sea mode (when the game state transitions to low base time reduction state). Also, the battle defeat effect is executed when some special miss occurs in sea mode in low base time reduction state (when the game state maintains low base time reduction state).
[0327] The battle draw effect is executed when A for 10R of the first type, B for 2R of the first type, or a normal miss occurs (when the game state maintains the normal state) in the sea mode in the normal state. The battle draw effect is also executed when some special miss occurs in the sea mode in the low base time-saving state (when the game state maintains the low base time-saving state). Details of the battle effect will be described later.
[0328] A "chance effect" is an effect that is executed after a pattern combination of decorative patterns 36 indicating a missed reach (for example, "5", "4", "5") is temporarily stopped, and is an effect that indicates a small win or a missed reach.
[0329] The chance effect is executed when the second special symbol is a small win or part of a normal miss. The chance effect is executed only when the second special symbol is displayed as a variable, and is not executed when the first special symbol is displayed as a variable.
[0330] In the chance effect, one of three types of images is displayed: "9R win," "2R win," or "Miss." Specifically, the chance effect is an effect in which one of the three types of images appears from within a treasure chest image that resembles a treasure chest, and the image that appears notifies the winning result.
[0331] The image that appears from the treasure chest image is an image of "9R win" if the second special pattern is H for 2nd type 9R or J for 2nd type 9R, an image of "2R win" if the second special pattern is I for 2nd type 2R, and an image of "lose" if the second special pattern is a regular miss.
[0332] The treasure chest image is made up of three different designs, and the likelihood of winning varies depending on the type of treasure chest image. In the case of a poor treasure chest, a losing image is more likely to appear, in the case of a normal treasure chest, all three types appear equally, and in the case of a luxurious treasure chest, 9R winning images and 2R winning images are more likely to appear.
[0333] The "instant win effect" is an effect in which the left symbol 36L, right symbol 36R, and center symbol 36C stop in sequence at high speed, lining up the jackpot symbols, without any effects that hint at whether or not a jackpot will be reached through reach effects. In the case of a Type 1 jackpot (special symbol F, special symbol J), a combination of identical decorative symbols 36 stops and displays. In the case of a Type 2 jackpot (special symbol H, special symbol I, special symbol J), the same decorative symbol 36 stops and displays on the left symbol 36L and right symbol 36R, and then a special symbol ("V hit") indicating a small jackpot win stops and displays on the center symbol 36C.
[0334] The "mode continuation effect" is an effect that is performed when a special miss e is formed in the normal state, and indicates that the game state will transition to a high base time-saving state. As mentioned above, when a special miss e is formed in the normal state, the most common situation is when a variable display based on the reserved memory of the second special symbol is performed in the normal state transitioned from the high base time-saving state.
[0335] Therefore, when the special miss e occurs in the normal state and the game transitions to the high base time-saving state, it means that the game transitions from the high base time-saving state to the normal state and then back to the high base time-saving state immediately after. Therefore, the actual game state is not a continuation of the high base time-saving state, but since the normal state controlled between the two high base time-saving states is an extremely short period, the presentation is called the "continuation" mode presentation.
[0336] Even in the case of fluctuation pattern 235, when the game state is in the normal state, the above-mentioned "mode continuation effect" is performed, but when the game state is in the high base time-shortening state, normal fluctuation is performed.
[0337] Also, as mentioned above, after the special game of Type 2 9R win H ends, the game state enters a high base time-saving state, and after the special game of Type 2 9R win J ends, it returns to the normal state. When an announcement image announcing a Type 2 9R win is displayed in the chance presentation, it is difficult to distinguish which Type 2 9R win has been won, and the presentation during the jackpot announces which win it is. Details of the presentation during the jackpot that announces which jackpot it is will be described later.
[0338] The "result effect" is an effect that displays the game history, such as the number of jackpots that have been achieved and the number of balls won, from the time of transition to the high base time-saving state until the final change in the high base time-saving state, and is an effect that is performed during the final change in the high base time-saving state. When a miss occurs, the game history continues to be displayed until the change stops (change pattern 245), but when a jackpot occurs, after the game history is displayed, the result effect is interrupted and a jackpot is announced (a sudden hit effect) (change pattern 240, etc.). Details of the "result effect" will be described later.
[0339] (Pre-judging table for jackpot lottery) 30 and 31 are diagrams showing pre-determination tables that are referred to in order to determine in advance the results of the jackpot lottery for the gaming machine 1. Fig. 30 is a diagram showing a pre-determination table for the jackpot lottery for the first special symbol. Fig. 31 is a diagram showing a pre-determination table for the jackpot lottery for the second special symbol.
[0340] Specifically, Figure 31(a) is a diagram showing a pre-determination table for the jackpot lottery for the second special symbol, which is referenced in the high base time-saving state that is entered after the jackpot ends. Figure 31(b) is a diagram showing a pre-determination table for the jackpot lottery for the second special symbol, which is referenced in the high base time-saving state that is entered after a losing symbol stops, and in the normal state.
[0341] In addition, the period after the stopping of a losing symbol that transitions to the high base time-saving state is the period after the stopping of the losing fluctuation at special losing a or special losing e in the normal state, or after the stopping of the losing fluctuation when the number of fluctuations (L) reaches 800 in the normal state or the low base time-saving state.
[0342] As shown in Figures 30 and 31, the pre-determination table for the jackpot lottery associates special symbol random number values, reach determination random number values, special symbol variation random number values, winning information, and start winning designation commands.
[0343] Although the details will be described later, the entry of a game ball into the first start hole 14 or the second start hole 15 triggers the acquisition of a special symbol random number value, a reach determination random number value, and a special symbol variation random number value for that entry. By using these acquired random number values and a pre-determination table for the jackpot lottery, it becomes possible to determine the lottery result for the variable display based on that entry before the variable display based on that entry starts.
[0344] The pre-determination table for the jackpot lottery shown in Figures 30 and 31 and the special symbol variation pattern determination table shown in Figure 26, 27, or 29 are similar tables. However, they differ in that the pre-determination table for the jackpot lottery is referenced when the game ball enters the starting hole, whereas the special symbol variation pattern determination table is referenced when the special symbol begins to vary.
[0345] The common part between the pre-determination table for the jackpot lottery and the special symbol variation pattern determination table is the allocation of variation patterns for the lottery results of jackpot, small win, and special miss. Therefore, for variations that result in jackpot, small win, or special miss, the planned variation pattern and performance content can be grasped at the pre-determination stage, so it is possible to perform a performance (pre-reading performance) for the planned variation before the variation display begins. The pre-reading performance will be described later.
[0346] The difference between the pre-determination table for the jackpot lottery and the special symbol variation pattern determination table is the allocation of variation patterns for normal misses. Specifically, the pre-determination table for the jackpot lottery does not have an allocation of variation patterns according to the reserved number, whereas the special symbol variation pattern determination table has an allocation of variation patterns according to the reserved number.
[0347] Specifically, the distribution of random numbers for determining whether or not a win is within reach for a normal miss in Figure 30 ("0 to 89" and "90 to 99") is different from the distribution of random numbers for determining whether or not a win is within reach for a normal miss (reserved numbers "0, 1") in Figures 26 and 27 ("0 to 69" and "70 to 99"), and is the same as the distribution of random numbers for determining whether or not a win is within reach for a normal miss (reserved numbers "2, 3") in Figures 26 and 27 ("0 to 89" and "90 to 99").
[0348] In other words, even if the first special symbol is a normal miss, if the random number value for reach determination is "70 to 89", it may be a reach miss (reserved number "0, 1") or a non-reserved miss (reserved number "2, 3") depending on the number of reserved numbers at the start of the fluctuation. At the pre-determination stage, it is impossible to know the number of reserved numbers at the start of the fluctuation, so in the pre-determination, only the random number value for reach determination, "90 to 99", which will result in a reach regardless of the number of reserved numbers, is pre-determined as a reach fluctuation effect.
[0349] Therefore, when the first special symbol is a normal miss, if the random number value for reach determination is "90 to 99", it is possible to perform a pre-reading effect that confirms a reach, but if the random number value for reach determination is "70 to 89", it is not possible to perform a pre-reading effect that confirms a reach, and only pre-reading effects that make a reach highly likely can be executed.
[0350] Similarly, since it is not possible to know the number of reserved symbols at the start of the fluctuation in advance, if the first special symbol is a normal miss and the random number value for reach judgment is "0 to 69", it is not possible to know in advance whether a normal fluctuation or a shortened fluctuation will occur. In addition, even if the second special symbol is a normal miss, the same situation may occur as in the case of a normal miss with the first special symbol described above.
[0351] (Display screen of image display device) Next, in order to explain the look-ahead effect, we will leave the explanation of the tables stored in the main ROM 110c and explain an outline of the screen displayed on the image display device 31 with reference to FIG.
[0352] 32 is a diagram showing an example of a display screen displayed on the image display device 31 of the gaming machine 1. The decorative symbols 36 are composed of a left symbol 36L, a center symbol 36C, a right symbol 36R, and a fourth symbol 36Z. The left symbol 36L, the center symbol 36C, and the right symbol 36R are displayed in the center of the display screen. The fourth symbol 36Z is displayed in the lower left of the display screen.
[0353] In the normal state and the low base time-saving state, the decorative pattern 36 is composed of a number portion (e.g., "3") indicating the type of decorative pattern 36 and a background portion (character image, etc.) made up of a predetermined image. The number portion of the decorative pattern 36 is superimposed on top of the background portion. On the other hand, in the high base time-saving state, the decorative pattern 36 is composed only of a number portion indicating the type of decorative pattern. Specifically, the decorative pattern 36 in the high base time-saving state is composed only of a large number image.
[0354] Therefore, even if the decorative pattern 36 indicates the same type (for example, "3"), the display manner differs between the normal state and the low base time-shortening state and the high base time-shortening state.
[0355] The decorative pattern 36 has a different display mode depending on the controlled performance mode. Specifically, even if the decorative pattern 36 indicates the same type (for example, "3") in the "sea mode" and the "land mode," the design of the number portion and the design of the background portion are different.
[0356] Furthermore, even if the decorative pattern 36 indicates the same type (for example, "3") in the "sea mode" (or "land mode") and the "underwater temple mode" (or "jackpot preparation mode"), the display manner differs due to the difference in the design of the number part and the presence or absence of a background part, as described above.
[0357] Therefore, even if the decorative patterns 36 indicate the same type (for example, "3"), the display manner differs depending on the presentation mode.
[0358] A variable image 40 corresponding to the currently occurring variable is displayed in the lower center of the image display device 31. On the left side of the variable image 40, a first reserved image 41(1) of the first reserved symbol of the first special symbol (the reserved symbol that will be the first to wait for a variable) and a first reserved image 41(2) of the second reserved symbol of the first special symbol (the reserved symbol that will be the second to wait for a variable) are displayed. When the number of reserved symbols of the first special symbol is the maximum value of four, a first reserved image 41(3) of the third reserved symbol of the first special symbol (the reserved symbol that will be the third to wait for a variable) and a first reserved image 41(4) of the fourth reserved symbol of the first special symbol (the reserved symbol that will be the fourth to wait for a variable) are displayed on the left side of the first reserved image (2).
[0359] A second reserved image 42(1) of the first reserved second special symbol (a reserved symbol with the first variable standby) is displayed on the right side of the variable image 40. When the number of reserved second special symbols is the maximum value of four, a second reserved image 42(2) of the second reserved second special symbol (a reserved symbol with the second variable standby), a second reserved image 42(3) of the third reserved second special symbol (a reserved symbol with the third variable standby), and a second reserved image 42(4) of the fourth reserved second special symbol (a reserved symbol with the fourth variable standby) are displayed on the right side of the second reserved image (1).
[0360] The fourth symbol 36Z, the first reserved number image 43, and the second reserved number image 44 are displayed in the lower left of the image display device 31. The first reserved number image indicates the reserved number of the first special symbol by a number. The second reserved number image indicates the reserved number of the second special symbol by a number. The number of images of the first reserved image 41 and the number shown in the first reserved number image 43 are the same, and the number of images of the second reserved image 42 and the number shown in the second reserved number image 44 are the same.
[0361] When the number of reserved first special symbols increases due to a game ball entering the first starting hole 14, a first reserved image 41 and a first reserved number image 43 corresponding to the increased reserved number are displayed. When the number of reserved second special symbols increases due to a game ball entering the second starting hole 15, a second reserved image 42 and a second reserved number image 44 corresponding to the increased reserved number are displayed.
[0362] When the first special symbol starts to change and the reserved number of the first special symbol decreases, a first reserved image 41 and a first reserved number image 43 corresponding to the reserved number after the decrease are displayed. When the second special symbol starts to change and the reserved number of the second special symbol decreases, a second reserved image 42 and a second reserved number image 44 corresponding to the reserved number after the decrease are displayed.
[0363] In addition, the display change of the first reserved image 41 in response to an increase / decrease in the number of reserved first special symbols is a change effect accompanied by animation of a predetermined time, whereas the display change of the first reserved number image 43 is a change effect without animation of a shorter time than the predetermined time.
[0364] Therefore, the execution time of the display change effect of the first reserved image 41 according to the increase / decrease in the reserved number of the first special pattern is longer than the execution time of the display change effect of the first reserved number image 43 according to the increase / decrease in the reserved number of the first special pattern. Similarly, the execution time of the display change effect of the second reserved image 42 according to the increase / decrease in the reserved number of the second special pattern is longer than the execution time of the display change effect of the second reserved number image 44 according to the increase / decrease in the reserved number of the second special pattern.
[0365] The variable image 40 is hidden when the variable display of the first special symbol ends. As the variable image 40 is hidden, the first reserved image 41(1) moves to the position where the variable image 40 was displayed and changes to the variable image 40. As the first reserved image 41(1) moves, the first reserved image 41(2) moves to the position where the first reserved image 41(1) was displayed and changes to the first reserved image 41(1). In addition, as for the second reserved image 42, when the variable display of the second special symbol ends, the movement and display change are performed in the same way as the first reserved image 41.
[0366] The first reserved image 41 is composed of images of the same design in multiple colors (white, blue, yellow, green, red, rainbow). The first reserved image 41 indicates the likelihood of a jackpot for the variable display of the reserved image by its display color. The likelihood of a jackpot according to the display color of the first reserved image 41 increases in the order of rainbow, red, green, yellow, blue, and white. Furthermore, the display color of the first reserved image 41 can only be changed to a color that has a higher likelihood of a jackpot than the current display color.
[0367] The display color of the first reserved image 41 to be displayed is determined based on the advance judgment of the jackpot lottery described above. In this way, the performance performed based on the advance judgment of the jackpot lottery will be referred to as a "pre-reading performance" hereinafter. In addition, among the pre-reading performances, those that change the display color of the first reserved image 41 or the second reserved image 42 will be referred to as a "pre-reading reserve change performance" hereinafter.
[0368] In the pre-reading hold change performance, the first hold image 41 can be displayed in rainbow, red, and green display colors only when the change display scheduled for the hold in question is a reach change as determined in advance. On the other hand, the first hold image 41 in yellow, blue, and white display colors is displayed whether the change is a reach change or a non-reach change.
[0369] As described above, the pre-reading effect is performed to suggest the possibility of a jackpot in the variable display of the reserved lottery that is the pre-reading target, but it may also be performed to suggest the possibility of a specific miss occurring. Specifically, the pre-reading effect may be performed based on the determination that a special miss A will occur in the normal state in the advance determination of the jackpot lottery.
[0370] In addition, the prediction effect may be performed according to the remaining number of low-base time-saving times (B) without being based on a pre-determination of the jackpot lottery. As will be described in detail later, the gaming machine 1 suggests a transition of the gaming state to the normal state in the low-base time-saving state by executing a specific presentation mode, but it may also be performed by a prediction effect.
[0371] (Normal pattern determination table) Returning to the explanation of the tables stored in the main ROM 110c, Fig. 33 is a diagram showing various determination tables for normal symbols of the gaming machine 1. Fig. 33(a) is a diagram showing the normal symbol determination table of the gaming machine 1. In the normal symbol determination table, the game state, the win / lose determination result, the type of normal symbol, the stop symbol data, and the normal symbol designation command are associated with each other.
[0372] The main CPU 110a determines the normal symbol and the stop symbol data by referring to the normal symbol determination table based on the winning lottery determination table shown in Figure 18(c), the winning / losing determination result determined based on the normal symbol random number value, and the current game state. The main CPU 110a determines the normal symbol designation command based on the determined normal symbol and the stop symbol data, and transmits the determined normal symbol designation command to the performance control board 120.
[0373] Figure 33 (b) is a diagram showing a normal symbol variation pattern determination table. The normal symbol variation pattern determination table corresponds to the game state, the result of the win / loss judgment, the normal symbol variation pattern, the variation time, and the normal symbol variation designation command. In each game state, the variation time is the same when the win / loss judgment is made, but the variation time may be different depending on the win / loss judgment.
[0374] The main CPU 110a determines the normal symbol variation pattern by referring to the normal symbol variation pattern determination table shown in Figure 33(b) based on the winning lottery determination table shown in Figure 18(c), the winning / losing determination result determined based on the normal symbol random number value, and the current game state. The main CPU 110a determines the normal symbol variation pattern based on the determined normal symbol variation pattern, and transmits the determined normal symbol variation command to the performance control board 120.
[0375] (Auxiliary Game Control Table) Figure 34 is a diagram showing the auxiliary game table of the gaming machine 1. Figure 34(a) is a diagram showing the auxiliary game control table. The auxiliary game control table is associated with a game state, stopped symbol data, opening time, table number of the auxiliary game movable piece opening / closing control table, and ending time.
[0376] The main CPU 110a determines the opening time, the table number of the auxiliary game movable piece control table, and the ending time based on the stopped symbol data, with reference to the auxiliary game control table.
[0377] (Auxiliary game movable piece opening and closing control table) 34(b) is a diagram showing the auxiliary game movable piece opening / closing control table, which associates the table number of the auxiliary game movable piece control table, the number of times the movable piece 15b is opened, the opening time of the movable piece 15b, and the closing time of the movable piece 15b.
[0378] The main CPU 110a refers to the auxiliary game movable piece opening / closing control table based on the table number of the auxiliary game movable piece control table, and determines the number of times the movable piece 15b is opened, the opening time of the movable piece 15b, and the closing time of the movable piece 15b.
[0379] (Various storage areas) Figure 35 is a diagram showing various storage areas set in the main RAM 110b of the gaming machine 1. Figure 35(a) is a diagram showing a special symbol storage area. The special symbol storage area has a 0th storage section corresponding to the variation, a first special symbol storage area in which judgment information acquired when the gaming ball enters the first starting hole 14 is stored, and a second special symbol storage area in which judgment information acquired when the gaming ball enters the second starting hole 15 is stored.
[0380] The first special symbol storage area has a first storage unit corresponding to the first reservation, a second storage unit corresponding to the second reservation, a third storage unit corresponding to the third reservation, and a fourth storage unit corresponding to the fourth reservation. Similarly, the second special symbol storage area has a first storage unit corresponding to the first reservation, a second storage unit corresponding to the second reservation, a third storage unit corresponding to the third reservation, and a fourth storage unit corresponding to the fourth reservation.
[0381] The number of judgment information stored in the first memory section to the fourth memory section of the first special pattern memory area is the first special pattern reserved number (U1), and the number of judgment information stored in the first memory section to the fourth memory section of the second special pattern memory area is the second special pattern reserved number (U2).
[0382] 35(b) is a diagram showing each memory unit of the special symbol memory area. As shown in FIG. 35(b), each memory unit of the first special symbol memory area and the second special symbol memory area has an area for storing a jackpot random number value, a special symbol random number value, a random number value for special symbol variation, and a random number value for reach determination.
[0383] When a gaming ball enters the first starting hole 14 and judgment information is acquired, the acquired judgment information is stored in the smallest-numbered memory section among the first to fourth memory sections of the first special symbol memory area in which judgment information is not stored. Similarly, when a gaming ball enters the second starting hole 15 and judgment information is acquired, the acquired judgment information is stored in the smallest-numbered memory section among the first to fourth memory sections of the second special symbol memory area in which judgment information is not stored.
[0384] When the start condition for the variable display of the first special symbol is met, the judgment information stored in the first memory of the first special symbol memory area is shifted to the 0th memory of the special symbol memory area. Similarly, when the start condition for the variable display of the second special symbol is met, the judgment information stored in the first memory of the second special symbol memory area is shifted to the 0th memory of the special symbol memory area. Then, when the variable display of the special symbol for which the start condition is met is performed, the judgment information shifted to the 0th memory is referenced to perform the variable display of the special symbol.
[0385] 35(c) is a diagram showing the normal symbol determination area. The normal symbol storage area has a 0th storage unit corresponding to the change, a 1st storage unit corresponding to the 1st reservation, a 2nd storage unit corresponding to the 2nd reservation, a 3rd storage unit corresponding to the 3rd reservation, and a 4th storage unit corresponding to the 4th reservation.
[0386] Figure 35(d) is a diagram showing each memory unit of the normal symbol memory area. As shown in Figure 35(d), each memory unit of the normal symbol memory area has an area for storing normal symbol random number values. Since there is only one normal symbol variation pattern for each winning / losing judgment result in each game state, no normal symbol variation random number value is provided for allocating the normal symbol variation pattern.
[0387] When a normal symbol random number value is acquired by a game ball passing through the normal symbol gate 13, the acquired judgment information is stored in the smallest numbered memory section among the first to fourth memory sections of the normal symbol storage area in which no judgment information is stored.
[0388] When the start condition for the variable display of the normal symbol is met, the judgment information stored in the first memory section of the normal symbol memory area is shifted to the 0th memory section of the normal symbol memory area. Then, when the variable display of the normal symbol for which the start condition is met is performed, the judgment information shifted to the 0th memory section is referenced to perform the variable display of the normal symbol.
[0389] Next, the progress of the game performed by the main control board 110 in the gaming machine 1 will be specifically described using a flowchart.
[0390] (Main processing of the main control board) 36 is a diagram showing a flowchart of the main processing of the main control board 110 of the gaming machine 1. The main processing is started when power is supplied to the main control board 110 by the power supply board 175 and a system reset occurs in the main CPU 110a.
[0391] As shown in FIG. 36, the main CPU 110a executes initialization processing in step S10. In the initialization processing, the main CPU 110a loads game control programs and game control data from the main ROM 110c into the main RAM 110b in response to power-on. Thereafter, the main CPU 110a determines whether to restore data based on the on / off state of the RAM clear SW 111a provided on the rear surface of the gaming machine 1 at the time of power-on, and the power interruption occurrence information and checksum contents backed up in the power interruption monitoring processing (S30) at the time of the previous power interruption. If it is determined that the data should be restored, the data in the main RAM 110b is restored, and if it is determined that the data should not be restored, the main RAM 110b is cleared (RAM clear). Details of the initialization processing will be described later.
[0392] The main CPU 110a executes a gaming machine information notification process in step S20. In the gaming machine information notification process, the main CPU 110a generates a gaming machine information notification command for notifying the frame control board 160 of the gaming status of the gaming machine 1, including the progress and stop status of the game, and transmits the generated gaming machine information notification command to the frame control board 160. The gaming machine information notification process of the main control board 110 will be described in detail later.
[0393] Next, the main CPU 110a executes a power-off monitoring process in step S30. In the power-off monitoring process, the main CPU 110a monitors whether a power outage has occurred in the gaming machine 1. If a power outage has occurred, the main CPU 110a sends a launch prohibition command to the launch control unit 170, causing the launch CPU 170a to stop powering the launch solenoid 4a and the ball-feeding solenoid 4b and stop launching game balls. The main CPU 110a also clears the output port, creates and saves a checksum in the main RAM 110b, and sets power-off occurrence information, and then prohibits access to the main RAM 110b to prepare for a power outage. The power-off monitoring process will be described in detail later.
[0394] Next, in step S40, the main CPU 110a performs a game random number value update process. In the game random number value update process, the main CPU 110a updates the random number value for reach determination and the random number value for special symbol variation. Next, in step S50, the main CPU 110a performs an initial random number value update process. In the initial random number value update process, the main CPU 110a updates the jackpot initial random number value, normal symbol initial random number value, and special symbol initial random number value.
[0395] The main CPU 110a thereafter repeats the loop process from step S20 to step S50. During this loop process, the main CPU 110a executes a timer interrupt process, which will be described later, by generating a clock pulse at a predetermined cycle (for example, every 4 ms) by a reset clock pulse generating circuit provided on the main control board 110.
[0396] (Main control board initialization process) 37 and 38 are diagrams showing a flowchart of the initialization process of the gaming machine 1 in step S10 in FIG.
[0397] In step S10-1, the main CPU 110a performs a security check of the main CPU 110a and waits for 2000 ms before processing.
[0398] In step S10-2, the main CPU 110a permits access to the main RAM 110b. Next, in step S10-3, the main CPU 110a sets up a serial communication port.
[0399] Next, in step S10-4, the main CPU 110a sets a watchdog timer. The watchdog timer monitors whether the main control unit 110m of the main control board 110 is operating normally. The main CPU 110a periodically sends a signal to the watchdog timer indicating that it is operating normally, and upon receiving this signal, the watchdog timer is cleared. If the processing of the main control unit 110m has stopped or if an infinite loop of a specific process is being performed, the watchdog timer counts up without being cleared, and when the timer value reaches a predetermined count value, the main control unit 110m is reset.
[0400] Next, in step S10-5, the main CPU 110a transmits a power-on command to the performance control board 120 and the frame control board 160. Next, the main CPU 110a transmits a launch permission command to the launch control unit 170 of the frame control board 160 in step S10-6.
[0401] When the launch CPU 170a receives the launch permission command, it sets a launch permission flag in the launch permission flag storage area of the launch RAM 170b. When the launch permission flag is set in the launch permission flag storage area of the launch RAM 170b, the launch CPU 170a detects input from the touch sensor 3a and the launch volume 3b, and controls the launch solenoid 4a and the ball feed solenoid 4b to enable the launch of the game ball.
[0402] Next, in step S10-7, the main CPU 110a determines whether the RAM clear SW 111a is on. If the RAM clear SW 111a is on, the main CPU 110a proceeds to step S10-14 (FIG. 38), and if the RAM clear SW 111a is off, the main CPU 110a proceeds to step S10-8.
[0403] Next, in step S10-8, the main CPU 110a determines whether the power interruption occurrence information stored in the main RAM 110b is normal. If the power interruption occurrence information is normal, the main CPU 110a proceeds to step S10-9. If the power interruption occurrence information is not normal, the main CPU 110a proceeds to step S10-11.
[0404] Next, in step S10-9, main CPU 110a calculates a checksum of main RAM 110b. Next, in step S10-10, main CPU 110a determines whether the calculated checksum is normal. If the calculated checksum is normal, main CPU 110a proceeds to step S10-19, and if the calculated checksum is not normal, proceeds to step S10-11.
[0405] The calculated checksum is determined to be normal if the checksum calculated and stored in main RAM 110b at the time of the previous power outage matches the newly calculated checksum in step S10-9, and is determined to be abnormal if they do not match.
[0406] In step S10-11, the main CPU 110a transmits an unrecoverable designation command to the performance control board 120. When the performance control board 120 receives the unrecoverable designation command, it executes processing to display an unrecoverable notification on the image display device 31.
[0407] "Notification of impossibility of recovery" refers to processing such as displaying an image on the image display device 31 to notify that the game cannot be recovered, emitting a specific light from a performance lighting device such as the first performance lighting device 340a, or outputting a specific sound from the sound output device 32 ("Game cannot be recovered" or "Please clear the RAM").
[0408] In step S10-12, the main CPU 110a transmits a launch prohibition command to the launch control unit 170 of the frame control board 160 in order to prohibit the launch of the gaming balls.
[0409] In step S10-13, the main CPU 110a prohibits access to the main RAM 110b, and thereafter executes an infinite loop process.
[0410] In step S10-14, the main CPU 110a clears the used area of the main RAM 110b. Next, in step S10-15, the main CPU 110a sets the RAM for when backup is not valid. Next, in step S10-16, the main CPU 110a clears the watchdog timer.
[0411] Next, in step S10-17, the main CPU 110a sends a RAM clear designation command to the performance control board 120, and proceeds to step S10-18. When the performance control board 120 receives the RAM clear designation command, it executes processing to execute a RAM clear preparation notification.
[0412] "RAM clear preparation notification" refers to processing such as displaying an image on the image display device 31 to notify that a RAM clear will be performed, emitting a specific light from a performance lighting device such as the first performance lighting device 340a, or outputting a specific audio signal from the audio output device 32 ("RAM clear in progress").
[0413] Next, in step S10-18, the main CPU 110a initializes the devices around the CPU, and proceeds to step S10-22. Specifically, the main CPU 110a sets the output settings for the performance control board 120, the settings for the CTC (counter timer circuit) to be used, and the interrupt timer (4 ms) of the CTC to be used, etc.
[0414] In step S10-19, the main CPU 110a performs RAM settings when the backup is valid. Specifically, the main CPU 110a clears the backup flag and checksum stored in the main RAM 110b, and then restores data in each used area of the main RAM 110b based on the power interruption occurrence information.
[0415] The data to be restored based on the power outage information is the special symbol memory area, the special symbol special power processing data memory area, the stop symbol data memory area, the normal symbol reserved memory area, the normal symbol normal power processing data memory area, the normal symbol data memory area, the complete information memory area, the game status flag memory area, the specific area winning flag memory area, the game status buffer, the time reduction information memory area, the high base information memory area, the jackpot information memory area, the small win information memory area, the auxiliary game information memory area, the consecutive jackpot information memory area, the consecutive jackpot information clear preparation memory area, the high base state fall memory area, the number of rounds (R) counter, the general winning port prize ball counter, the first starting port prize ball counter, the second starting port prize ball counter, the first large winning port prize ball counter, the second large winning port prize ball counter, the round These include a counter for the number of winning game balls, a counter for the number of reserved first special symbols (U1), a counter for the number of reserved second special symbols (U2), a counter for the number of reserved normal symbols (G), a counter for the number of small wins (F), a counter for the number of normal symbol fluctuations (A), a counter for the number of low base time reductions (B), a counter for the number of high base time reductions (J), a counter for the number of fluctuations (L), a counter for the number of releases (S), a counter for the special signal operation number (K), a counter for the time of special symbol, a counter for the time of normal symbol time, an auxiliary game timer counter, a waiting timer counter for sending game machine information, a waiting timer counter for receiving response, a counter for determining whether communication is impossible, a counter for the maximum number of winning game balls, commands stored in a game machine information notification command buffer, and data stored in a data storage area such as a transmission data storage area for stored performances.
[0416] The "gaming machine notification command buffer" is a memory area for storing commands that are set in response to the occurrence of a predetermined event during the waiting period for transmission of the gaming machine information notification command, and details will be described later.
[0417] Next, in step S10-20, the main CPU 110a performs initial settings for the devices around the CPU. Specifically, it sets the output settings for the performance control board 120, the settings for the CTC (counter timer circuit) to be used, and the interrupt timer (4 ms) of the CTC to be used.
[0418] Next, in step S10-21, the main CPU 110a determines whether the game status stored in the game status flag storage area of the main RAM 110b is a normal status. If the game status stored in the game status flag storage area of the main RAM 110b is a normal status, the main CPU 110a proceeds to step S10-22, and if the game status stored in the game status flag storage area of the main RAM 110b is not a normal status, the main CPU 110a proceeds to step S10-23.
[0419] In step S10-22, the main CPU 110a transmits a power restoration command corresponding to the normal state to the performance control board 120 and the frame control board 160, and proceeds to step S10-26. The reason that step S10-22 is performed after step S10-18 is because the normal state is set in the game status flag storage area of the main RAM 110b in step S10-15.
[0420] In step S10-23, the main CPU 110a determines whether the game status stored in the game status flag storage area of the main RAM 110b is in the low base time-shortened state. If the game status stored in the game status flag storage area of the main RAM 110b is in the low base time-shortened state, the main CPU 110a proceeds to step S10-24, and if the game status stored in the game status flag storage area of the main RAM 110b is not in the low base time-shortened state, the main CPU 110a proceeds to step S10-25.
[0421] In step S10-24, the main CPU 110a transmits a power restoration designation command corresponding to the low base time-shortening state to the performance control board 120 and the frame control board 160, and proceeds to step S10-23.
[0422] In step S10-25, the main CPU 110a transmits a power restoration designation command corresponding to the high base time-shortening state to the performance control board 120 and the frame control board 160, and proceeds to step S10-24.
[0423] The power restoration commands sent to the performance control board 120 in steps S10-22, S10-24, and S10-25 also include information about the number of fluctuations (L), the number of low-base time-saving times (B), and the number of high-base time-saving times (J). The commands sent from the main control board 110 to the performance control board 120 do not include commands containing information about the number of fluctuations (L), the number of low-base time-saving times (B), and the number of high-base time-saving times (J) except when the power is restored. However, after the power is restored, the performance control board 120 needs to know the number of fluctuations (L), the number of low-base time-saving times (B), and the number of high-base time-saving times (J) at the time of power interruption, so information about the number of fluctuations (L), the number of low-base time-saving times (B), and the number of high-base time-saving times (J) is sent from the main control board 110 to the performance control board 120.
[0424] In step S10-26, the main CPU 110a transmits a game state designation command corresponding to the game state after power restoration to the performance control board 120, and ends the initialization process.
[0425] In addition, if the power is turned off in the low base time reduction state among the five game states shown in Figure 10, the main control board 110 backs up the game state flag for the low base time reduction state and the count value of the game ball number counter in the game state flag memory area of the main RAM 110b, and the game ball number control unit 180 of the frame control board 160 backs up the game state flag for the low base time reduction state and the count value of the game ball number counter in the game state flag memory area of the game ball number RAM 180b.
[0426] Furthermore, when the normal power-on operation shown in Figure 17(a) or the main control board RAM clear power-on operation shown in Figure 17(b) is performed, a game ball count restoration designation command for the restored number of game balls is sent to the main control board 110 in the initial setting process performed by the game ball count control unit 180 of the frame control board 160 described below, but when the frame control board RAM clear power-on operation shown in Figure 17(c) or the all RAM clear power-on operation shown in Figure 17(d) is performed, the game ball count restoration designation command is not sent to the main control board 110.
[0427] (Main control board gaming machine information notification processing) FIG. 39 is a diagram showing the gaming machine information notification process of the main control board 110 shown in step S20 of FIG.
[0428] In step S20-1, the main CPU 110a determines whether the value of the gaming machine information transmission waiting timer counter stored in the main RAM 110b is greater than 0. If the value of the gaming machine information transmission waiting timer counter is greater than 0, the main CPU 110a proceeds to step S20-2, and if the value is not greater than 0 (is 0), the main CPU 110a proceeds to step S20-5.
[0429] The gaming machine information transmission waiting timer counter is a counter used to measure 108 ms, which is the transmission period of the gaming machine information notification command from the main control board 110 to the frame control board 160, as shown in FIG.
[0430] The counter value of the gaming machine information transmission waiting timer counter is updated by a counter update process of the timer interrupt process of the main control board 110, which will be described later. Specifically, the counter value of the gaming machine information transmission waiting timer counter is updated by subtracting 4 each time the timer update process in the timer interrupt process is executed every 4 ms.
[0431] In step S20-2, the main CPU 110a determines whether or not a response command has been received from the frame control board 160. If a response command has been received, the main CPU 110a proceeds to step S20-3, and if a response command has not been received, the main CPU 110a proceeds to step S20-8.
[0432] In step S20-3, the main CPU 110a sets the value of "10" in the communication failure determination counter of the main RAM 110b. The communication failure determination counter is a counter used to determine whether there has been no response command to the transmission of the gaming machine information notification command from the frame control board 160 ten consecutive times.
[0433] In step S20-4, the main CPU 110a clears the response reception waiting timer counter in the main RAM 110b, and proceeds to step S20-12.
[0434] In step S20-5, the main CPU 110a performs a gaming machine information notification command transmission process. In the gaming machine information notification command transmission process, the commands stored in the gaming machine information notification command buffer are transmitted to the gaming ball count control unit 180. The commands stored in the gaming machine information notification command buffer include commands stored when a predetermined event (for example, a gaming ball entering the first start hole 14) occurs after the previous gaming machine information notification command transmission process is completed, and commands stored depending on the state of the gaming machine 1 (game state, etc.) when the current gaming machine information notification command transmission process is executed. Details of the gaming machine information notification command transmission process will be described later.
[0435] In step S20-6, the main CPU 110a sets the gaming machine information transmission waiting timer counter to "108".
[0436] In step S20-7, the main CPU 110a sets the value of "10" in the communication failure determination counter in the main RAM 110b, and advances the process to step S20-11.
[0437] In step S20-8, the main CPU 110a determines whether the value of the response reception waiting timer counter in the main RAM 110b is greater than 0. If the value of the response reception waiting timer counter is greater than 0, the main CPU 110a proceeds to step S20-12, and if the value of the response reception waiting timer counter is not greater than 0 (is 0), the main CPU 110a proceeds to step S20-9.
[0438] In step S20-9, main CPU 110a subtracts 1 from the value of the communication failure determination counter in main RAM 110b. In step S20-10, main CPU 110a determines whether the value of the communication failure determination counter in main RAM 110b is greater than 0. If the value of the communication failure determination counter is greater than 0, main CPU 110a proceeds to step S20-11, and if the value of the communication failure determination counter is not greater than 0 (is 0), main CPU 110a proceeds to step S20-14.
[0439] In step S20-11, the main CPU 110a sets the response reception waiting timer counter in the main RAM 110b to "10." The response reception waiting timer counter is used to measure 10 ms, which is the waiting time for waiting for the reception of a response command from the frame control board 160, from the transmission of the current gaming machine information notification command.
[0440] The counter value of the response reception waiting timer counter is updated by a counter update process of the timer interrupt process of the main control board 110, which will be described later. Specifically, the counter value of the response reception waiting timer counter is updated by subtracting 4 each time the counter update process of the timer interrupt process is performed, because the timer update process in the timer interrupt process is performed every 4 ms.
[0441] In step S20-12, the main CPU 110a determines whether or not a game ball number designation command has been received from the frame control board 160. If the main CPU 110a has received the game ball number designation command, it proceeds to step S20-13, and if the game ball number designation command has not been received, it terminates the game machine information notification process.
[0442] The game ball count designation command, which will be described in detail later, is a command sent from the game ball count control unit 180 to the main control unit 110 when the game ball count counter in the game ball count RAM 180b of the game ball count control unit 180 of the frame control board 160 is updated.
[0443] In step S20-13, the main CPU 110a performs an update process to add or subtract the number of game balls indicated by the received game ball number designation command to the maximum acquired game ball number counter in the main RAM 110b, and then ends the gaming machine information notification process. Note that the value of the maximum acquired game ball number counter in the main RAM 110b updated by the above update process is a different value from the game ball number counter in the game ball number RAM 180b.
[0444] In step S20-14, the main CPU 110a transmits a communication disabled command to the performance control board 120. When the performance control board 120 receives the communication disabled command, it performs processing to cause the image display device 31 to display a communication failure notification.
[0445] In step S20-15, the main CPU 110a sets interrupt prohibition. In step S20-16, the main CPU 110a sends a firing prohibition command to the firing control unit 170. As will be described in detail later, upon receiving the firing prohibition command, the firing control unit 170 clears the firing permission flag and stops the supply of electricity to the firing solenoid 4a and the ball feeding solenoid 4b.
[0446] In step S20-17, the main CPU 110a prohibits access to the main RAM 110b, and thereafter performs standby processing.
[0447] (Main control board power shutdown monitoring process) FIG. 40 is a flowchart showing the power supply cutoff monitoring process of the main control board 110.
[0448] In step S30-1, the main CPU 110a sets interrupt prohibition. Next, in step S30-2, the main CPU 110a determines whether or not a power outage has occurred in the gaming machine 1. Specifically, the main CPU 110a determines that a power outage has occurred when a power outage detection signal is input from a power supply detection circuit (not shown) provided on the power supply board 175.
[0449] If the main CPU 110a determines that a power interruption has occurred, the process proceeds to step S30-4, and if the main CPU 110a determines that a power interruption has not occurred, the process proceeds to step S30-3.
[0450] In step S30-3, the main CPU 110a sets interrupt permission and ends the power cutoff monitoring process.
[0451] In step S30-4, the main CPU 110a transmits a launch prohibition command to the launch control unit 170. Next, in step S30-5, the main CPU 110a clears the output port. Next, in step S30-6, the main CPU 110a transmits a power-off command to the launch control unit 170 and the game ball count control unit 180 of the frame control board 160.
[0452] In step S30-7, the main CPU 110a calculates a checksum of the data in the used area of the main RAM 110b and sets it in a predetermined area of the main RAM 110b.
[0453] The data that the main CPU 110a targets when calculating the checksum are the special symbol memory area, the special symbol special power processing data memory area, the stop symbol data memory area, the normal symbol reserved memory area, the normal symbol normal power processing data memory area, the normal symbol data memory area, the complete information memory area, the game status flag memory area, the specific area winning flag memory area, the game status buffer, the time-saving information memory area, the high base information memory area, the jackpot information memory area, the small win information memory area, the auxiliary game information memory area, the consecutive jackpot information memory area, the consecutive jackpot information clear preparation memory area, the high base state fall memory area, the number of rounds (R) counter, the general winning port prize ball counter, the first starting port prize ball counter, the second starting port prize ball counter, the first large winning port prize ball counter, and the second large winning port prize ball. Counter, round game prize ball count counter, first special pattern reserved number (U1) counter, second special pattern reserved number (U2) counter, normal pattern reserved number (G) counter, small win count (F) counter, normal pattern fluctuation count (A) counter, low base time reduction count (B) counter, high base time reduction count (J) counter, fluctuation count (L) counter, open count (S) counter, special signal operation number (K) counter, special pattern time counter, special game timer counter, normal pattern time counter, auxiliary game timer counter, game machine information transmission waiting timer counter, response reception waiting timer counter, communication failure determination counter, maximum number of game balls won counter, commands stored in the game machine information notification command buffer, data stored in data storage areas such as the transmission data storage area for performances, etc.
[0454] Next, in step S30-8, the main CPU 110a sets a backup flag to be referenced when power is restored in a predetermined area of the main RAM 110b. Next, in step S30-9, the main CPU 110a prohibits access to the main RAM 110b. Thereafter, the main CPU 110a performs an infinite loop process and waits until the supply of power supply voltage is completely cut off.
[0455] (Timer interrupt processing on the main control board) 41 is a diagram showing a flowchart of the timer interrupt process of the main control board 110 of the gaming machine 1. Except for special cases such as when the power is turned on or off, the main CPU 110a executes the timer interrupt process at every generation period (for example, 4 ms) at which a clock pulse signal is generated by a reset clock pulse generating circuit provided on the main control board 110.
[0456] When a clock pulse signal is generated, the main CPU 110a saves information stored in the registers of the main CPU 110a in a stack area in step S100.
[0457] Next, the main CPU 110a performs a counter update process in step S110. Specifically, the main CPU 110a updates the special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, gaming machine information transmission standby timer counter, and response reception standby timer counter stored in the main RAM 110b. In the counter update process, each counter is decremented by 4. The reason why each counter is decremented by 4 in the counter update process is that these counters indicate time, and because the timer interrupt process is executed every 4 ms, the counter update process within the timer interrupt process is executed every 4 ms.
[0458] The special symbol time counter is a counter used by the main CPU 110a when determining whether the variation of the special symbol has passed the variation time and whether the stopping of the special symbol has passed the stop time. The special game timer counter is a counter used by the main CPU 110a when controlling the opening and closing control of the first large prize opening 16 and the second large prize opening 17. The normal symbol time counter is a counter used when determining whether the variation of the normal symbol has passed the variation time and whether the stopping of the normal symbol has passed the stop time. The auxiliary game timer counter is a counter used by the main CPU 110a when controlling the opening and closing control of the second start opening 15. Details of the control using these counters will be described later.
[0459] 39, the gaming machine information transmission standby timer counter is a counter used when the main CPU 110a transmits a gaming machine information notification command from the main control board 110 to the frame control board 160. The response reception standby timer counter is a counter used when the main CPU 110a determines whether communication between the main control board 110 and the frame control board 160 is normal.
[0460] Next, in step S120, the main CPU 110a updates the jackpot random number value, normal symbol random number value, and special symbol random number value. Specifically, the main CPU 110a increments each random number value and random number counter by 1. When the incremented random number counter value exceeds the maximum value of the random number range (when the random number counter has completed one cycle), the main CPU 110a resets the random number counter to 0 and updates each random number value from the initial random number value at that time.
[0461] Next, the main CPU 110a performs an initial random number value update process in step S130. Specifically, the main CPU 110a updates the jackpot initial random number value, the normal symbol random number value, and the special symbol initial random number value.
[0462] Next, the main CPU 110a performs input control processing in step S200. Specifically, the main CPU 110a determines whether or not there has been input to each of the general prize opening detection SW 12a, gate detection SW 13a, first start opening detection SW 14a, second start opening detection SW 15a, first large prize opening detection SW 16a, second large prize opening detection SW 17a, and specific area detection SW 18a, and if there has been input, executes a predetermined process. The details of the input control processing will be described later.
[0463] Next, in step S300, the main CPU 110a executes special symbol special power control processing. Specifically, the main CPU 110a updates the value of the special symbol special power processing data stored in the main RAM 110b according to the progress of the game, and executes a predetermined process based on the value of the updated special symbol special power processing data. The details of the special symbol special power control processing will be described later.
[0464] Next, in step S400, the main CPU 110a executes a normal map normal power control process. Specifically, the main CPU 110a updates the value of the normal map normal power processing data stored in the main RAM 110b according to the progress of the game, and executes a predetermined process based on the value of the updated normal map normal power processing data. Details of the normal map normal power control process will be described later.
[0465] Next, in step S500, the main CPU 110a executes a prize ball control process. Specifically, the main CPU 110a refers to the general prize ball counter, the first start prize ball counter, the second start prize ball counter, the first special prize ball counter, and the second special prize ball counter stored in the main RAM 110b, and stores commands corresponding to the winning information indicated by each counter in the gaming machine information notification command buffer. The prize ball control process will be described in detail later.
[0466] Next, the main CPU 110a executes a complete determination process in step S600. The complete determination process is a process for determining whether or not to activate a function (complete function) that restricts further game play when the maximum number of game balls acquired in the gaming machine 1 exceeds the upper limit of 95,000 balls per day.
[0467] Specifically, the main CPU 110a determines whether the maximum acquired game ball number counter in the main RAM 110b has exceeded 95000. When the maximum acquired game ball number counter has exceeded 95000, the main CPU 110a stores the completion information in the completion information storage area of the main RAM 110b, stores an error-related designation command indicating error 1 in the performance transmission data storage area, and sets in the transmission buffer a launch prohibition command to make the launch control unit 170 stop launching game balls.
[0468] The maximum number of winning game balls counter is a counter that adds the number indicated by each prize ball counter when a game ball is awarded, and subtracts 1 when a game ball is released when the counter value is 1 or greater, and has a minimum value of 0.
[0469] Next, the main CPU 110a executes a data generation process in step S700. Specifically, the main CPU 110a executes a process to generate drive data for the start opening / closing solenoid 15c, the first large prize opening opening / closing solenoid 16c, the second large prize opening opening / closing solenoid 17c, and the specific area opening / closing solenoid 18d.
[0470] Next, in step S750, the main CPU 110a executes a main information display device control process. Specifically, the main CPU 110a executes display control of each display device and each indicator of the main information display device 29. The main information display device control process will be described in detail later.
[0471] Next, the main CPU 110a executes an output control process in step S800. Specifically, the main CPU 110a outputs each piece of drive data generated in the data generation process in step S700.
[0472] Next, in step S900, the main CPU 110a restores the information saved in the stack area in step S100 to the register of the main CPU 110a, and ends the timer interrupt process.
[0473] (Input control processing on the main control board) FIG. 42 is a flowchart showing the input control process of the main control board 110 of the gaming machine 1.
[0474] In step S210, the main CPU 110a executes general prize opening detection SW input processing. Specifically, the main CPU 110a determines whether or not there has been a detection signal from the general prize opening detection SW 12a. If there has been a detection signal from the general prize opening detection SW 12a, the main CPU 110a performs an update process to add 1 to the value of the general prize opening prize ball counter stored in the main RAM 110b, sends a general prize opening prize ball number designation command to the performance control board 120, and proceeds to step S220. If there has not been a detection signal from the general prize opening detection SW 12a, the main CPU 110a proceeds to step S220 as is.
[0475] In step S220, the main CPU 110a executes a special prize opening detection SW input process. Specifically, the main CPU 110a determines whether or not a detection signal has been received from the first special prize opening detection SW 16a or the second special prize opening detection SW 17a. If a detection signal has been received from the first special prize opening detection SW 16a or the second special prize opening detection SW 17a, the main CPU 110a increments the first special prize opening prize ball counter or the second special prize opening prize ball counter stored in the main RAM 110b by one, increments the round game prize ball counter by one, sends a first special prize opening prize ball number designation command or a second special prize opening prize ball number designation command to the performance control board 120, and proceeds to step S230. If a detection signal has not been received from the first special prize opening detection SW 16a or the second special prize opening detection SW 17a, the main CPU 110a proceeds to step S230.
[0476] Next, in step S230, the main CPU 110a executes first start hole detection SW input processing. Specifically, the main CPU 110a determines whether or not a detection signal has been input from the first start hole detection SW 14a. If a detection signal has not been input from the first start hole detection SW 14a, the main CPU 110a proceeds directly to step S240. If a detection signal has been input from the first start hole detection SW 14a, the main CPU 110a executes updating of the first start hole prize ball counter, acquisition of various random number values, preliminary determination processing, and transmission of various commands, and proceeds to step S240. Details of the first start hole detection SW input processing will be described later.
[0477] Next, in step S240, the main CPU 110a executes second start hole detection SW input processing. Specifically, the main CPU 110a determines whether or not a detection signal has been input from the second start hole detection SW 15a. If a detection signal has not been input from the second start hole detection SW 15a, the main CPU 110a proceeds directly to step S250. If a detection signal has been input from the second start hole detection SW 15a, the main CPU 110a executes update processing of the second start hole prize ball counter, acquisition of various random number values, preliminary determination processing, and transmission of various commands, and proceeds to step S250.
[0478] The details of the second start hole detection SW input process are the same as those of the first start hole detection SW input process, which will be explained in detail later. Specifically, the second start hole detection SW input process replaces the processing items provided for the first start hole with those provided for the second start hole, such as replacing the "number of reserved first special symbols (U1)" in the first start hole detection SW input process with the "number of reserved second special symbols (U2)" and replacing the "first start hole detection SW 14a" with the "second start hole detection SW 15a".
[0479] Next, in step S250, the main CPU 110a executes a specific area detection SW input process. Specifically, the main CPU 110a determines whether or not a detection signal has been received from the specific area detection SW 18a. If a detection signal has not been received from the specific area detection SW 18a, the main CPU 110a proceeds directly to step S260. If a detection signal has been received from the specific area detection SW 18a, the main CPU 110a executes a predetermined process and proceeds to step S260. Details of the specific area detection SW input process will be described later.
[0480] Next, in step S260, the main CPU 110a executes gate detection SW input processing. Specifically, the main CPU 110a determines whether or not there has been a detection signal from the gate detection SW 13a. If there has been an input of a detection signal from the gate detection SW 13a and the number of reserved normal symbols (G) is 3 or less, the main CPU 110a adds 1 to the number of reserved normal symbols (G), acquires a normal symbol random number value, and stores the acquired judgment information in the smallest-numbered memory section among the first to fourth memory sections of the normal symbol storage area in which judgment information is not stored.
[0481] Even if there is an input of a detection signal from the gate detection SW13a, the main CPU110a ends the input control process as it is if the number of reserved normal symbols (G) is 4. Also, if there is no input of a detection signal from the gate detection SW13a, the main CPU110a ends the input control process as it is.
[0482] (Main control board first start port detection SW input processing) FIG. 43 is a diagram showing a flowchart of the first start hole detection switch input processing of the main control board 110 of the gaming machine 1.
[0483] In step S230-1, the main CPU 110a determines whether or not there is a detection signal from the first start hole detection SW 14a. If there is a detection signal from the first start hole detection SW 14a, the main CPU 110a proceeds to step S230-2. If there is no detection signal from the first start hole detection SW 14a, the main CPU 110a ends the first start hole detection SW input process.
[0484] Next, in step S230-2, the main CPU 110a performs an update process of adding 1 to the value of the first start port prize ball counter.
[0485] Next, in step S230-3, the main CPU 110a determines whether the count value of the first special symbol reserved number (U1) counter is less than 4. If the count value of the first special symbol reserved number (U1) counter is less than 4, the main CPU 110a proceeds to step S230-4. If the count value of the first special symbol reserved number (U1) counter is not less than 4, the main CPU 110a ends the first start hole detection SW input process.
[0486] Next, in step S230-4, the main CPU 110a reads the counter value of the number of reserved first special patterns (U1) stored in the memory area of the main RAM 110b, adds 1 to the read count value of the number of reserved first special patterns (U1), and stores the result in the memory area of the main RAM 110b.
[0487] Next, in step S230-5, the main CPU 110a acquires a jackpot random number value and stores the acquired jackpot random number value in the smallest-numbered memory section among the first to fourth memory sections in the first special pattern memory area provided in the main RAM 110b, in which no jackpot random number value is stored.
[0488] Next, in step S230-6, the main CPU 110a acquires a special pattern random number value and stores the acquired special pattern random number value in the smallest-numbered memory unit among the first memory unit to the fourth memory unit in the first special pattern memory area provided in the main RAM 110b in which no special pattern random number value is stored.
[0489] Next, in step S230-7, the main CPU 110a acquires a random number value for reach determination and stores the acquired random number value for reach determination in the smallest-numbered memory unit among the first to fourth memory units in the first special pattern memory area provided in the main RAM 110b in which a random number value for reach determination is not stored.
[0490] Next, in step S230-8, the main CPU 110a acquires a random number value for special pattern variation, and stores the acquired random number value for special pattern variation in the smallest-numbered memory unit among the first memory unit to the fourth memory unit in the first special pattern memory area provided in the main RAM 110b, in which no random number value for special pattern variation is stored.
[0491] Next, the main CPU 110a executes a preliminary determination process in step S230-9. Specifically, the main CPU 110a refers to the preliminary determination table (FIG. 30) for the jackpot lottery for the first special symbol stored in the main ROM 110c, and determines winning information based on the currently acquired jackpot random number value, special symbol random number value, special symbol variation random number value, and reach determination random number value.
[0492] In step S230-10, the main CPU 110a transmits to the performance control board 120 a start winning designation command corresponding to the winning information determined in step S230-9.
[0493] Based on the start winning designation command received from the main CPU 110a, the performance control board 120 can execute a pre-reading performance that suggests the possibility of a jackpot or special miss before the start of the variation of the special symbol based on the current winning into the first start opening 14. The pre-reading performance may be performed over multiple variations, such as changing the display mode (for example, color, design, etc.) of the first reserved image 41 displayed on the image display device 31 or displaying a special background image, or may be performed at the time of winning by outputting a special winning sound at the time of the start winning, or by causing the performance lighting device to emit special light.
[0494] In step S230-11, the main CPU 110a transmits a special symbol memory number designation command indicating the first special symbol reserved number (U1) determined in step S230-4 to the performance control board 120, and ends the first start opening detection SW input process. Note that, based on the special symbol memory number designation command received from the main CPU 110a, the performance control board 120 performs processing to increase and display the first reserved image 41 on the image display device 31 and to output a winning sound from the audio output device 32.
[0495] (Main control board specific area detection switch input processing) FIG. 44 is a diagram showing a flowchart of the specific area detection switch input processing of the main control board 110 of the gaming machine 1.
[0496] In step S250-1, the main CPU 110a determines whether or not there has been a detection signal from the specific area detection SW 18a. If there has been no detection signal from the specific area detection SW 18a, the main CPU 110a ends the specific area detection SW input process. If there has been a detection signal from the specific area detection SW 18a, the main CPU 110a proceeds to step S250-2.
[0497] Next, in step S250-2, the main CPU 110a sets a specific area winning flag in the storage area for the specific area winning flag in the main RAM 110b. The specific area winning flag is a flag indicating that a gaming ball has entered the specific area 19B provided in the second large winning opening 17. As described above, the second type winning is a big win that is achieved when a gaming ball enters the specific area 19B provided in the second large winning opening 17.
[0498] Next, in step S250-3, the main CPU 110a stores the game status stored in the game status flag of the main RAM 110b (the game status when the game ball enters the specific area 19B) in the game status buffer of the main RAM 110b.
[0499] Next, in step S250-4, the main CPU 110a transmits a specific area winning designation command to the performance control board 120. Next, in step S250-5, the main CPU 110a increments the value of the second large prize opening prize ball counter in the main RAM 110b by 1. Next, in step S250-6, the main CPU 110a transmits a second large prize opening prize ball count designation command to the performance control board 120, and ends the specific area detection SW input process.
[0500] (Main control board special diagram special power control processing) FIG. 45 is a diagram showing a flowchart of the special symbol special electric control process of the main control board 110 of the gaming machine 1.
[0501] In step S301, the main CPU 110a loads the special picture special power processing data stored in the main RAM 110b.
[0502] In step S302, the main CPU 110a executes processing corresponding to the loaded special symbol special power processing data. Specifically, if the special symbol special power processing data is 0, it executes a special symbol memory determination process in step S310; if the special symbol special power processing data is 1, it executes a special symbol change process in step S320; if the special power processing data is 2, it executes a special symbol stop process in step S330; if the special symbol special power processing data is 3, it executes a jackpot game process in step S340; if the special symbol special power processing data is 4, it executes a small jackpot game process in step S350; and if the special symbol special power processing data is 5, it executes a jackpot game termination process in step S360. Then, after executing one of the processes, the main CPU 110a ends the special symbol special power control process. Details of each control process will be described later.
[0503] (Main control board special pattern memory determination processing) 46 and 47 are diagrams showing a flowchart of the special symbol memory determination process of the gaming machine 1. FIG.
[0504] In step S310-1, the main CPU 110a determines whether or not the special symbol is changing. Specifically, the main CPU 110a refers to a special symbol time counter stored in the main RAM 110b, and determines that the special symbol is not changing if the counter value is 0, and determines that the special symbol is changing if the counter value is not 0. If the special symbol is changing, the main CPU 110a ends the special symbol storage determination process. If the special symbol is not changing, the main CPU 110a proceeds to step S310-2.
[0505] In step S310-2, the main CPU 110a determines whether the value of the second special symbol reserved number (U2) stored in the main RAM 110b is greater than 0. If the main CPU 110a determines that the value of the second special symbol reserved number (U2) is greater than 0, the main CPU 110a proceeds to step S310-3. If the main CPU 110a determines that the value of the second special symbol reserved number (U2) is not greater than 0 (is 0), the main CPU 110a proceeds to step S310-4.
[0506] In step S310-3, the main CPU 110a subtracts 1 from the value of the second special symbol reservation number (U2) in the main RAM 110b, and advances the process to step S310-11.
[0507] In step S310-4, the main CPU 110a determines whether the value of the first special symbol reserved number (U1) stored in the main RAM 110b is greater than 0. If the main CPU 110a determines that the first special symbol reserved number (U1) is greater than 0, the process proceeds to step S310-5. If the main CPU 110a determines that the value of the first special symbol reserved number (U1) is not greater than 0 (is 0), the process proceeds to step S310-8.
[0508] In step S310-5, the main CPU 110a subtracts 1 from the value of the first special symbol reservation number (U1) in the main RAM 110b, and advances the process to step S310-6.
[0509] In step S310-6, the main CPU 110a determines whether a high base state fall flag is set in the high base state fall memory area of the main RAM 110b. If the main CPU 110a determines that the high base state fall flag is set, the main CPU 110a proceeds to step S310-7, and if the main CPU 110a determines that the high base state fall flag is not set, the main CPU 110a proceeds to step S310-11.
[0510] In step S310-7, the main CPU 110a clears the flag set in the continuous jackpot information storage area of the main RAM 110b, and also clears the flag set in the high base state fall storage area, and then proceeds to step S310-11.
[0511] Processing of step S310-7 is performed when step S310-4 returns "YES" and step S310-6 returns "YES", that is, when the state transitions from the high base time-saving state to the normal state (when a flag indicating a fall into the high base state is set) and the variable display using the first special pattern begins.
[0512] The flag indicating information on consecutive jackpots is cleared when the display of the first special pattern begins to change after transitioning from the high base time-saving state to the normal state, so the flag indicating information on consecutive jackpots is cleared in the processing of step S310-7.
[0513] In step S310-8, the main CPU 110a determines whether the customer waiting state flag stored in the main RAM 110b is set. The customer waiting state flag is a flag indicating that the gaming machine 1 is not performing a special game, has a reserve count of 0, and is not displaying any changes (customer waiting state). If the customer waiting flag is not set, the main CPU 110a proceeds to step S310-9. If the customer waiting flag is set, the main CPU 110a ends the special symbol memory determination process.
[0514] In step S310-9, the main CPU 110a sets a customer waiting state flag in the customer waiting state flag storage area of the main RAM 110b.
[0515] In step S310-10, the main CPU 110a transmits a customer waiting state designation command indicating that the gaming machine 1 is in a customer waiting state to the performance control board 120, and ends the special symbol memory determination process.
[0516] In step S310-11, the main CPU 110a executes a shift process of the storage area of the main RAM 110b. Specifically, when the second special symbol reserved number is decreased by 1 in step S310-3, the data stored in the first storage section of the second special symbol storage area of the main RAM 110b is written to the 0th storage section of the special symbol storage area, and the data stored in the 2nd storage section to the 4th storage section are written to the previous storage section, respectively. Also, when the first special symbol reserved number is decreased by 1 in step S310-5, the data stored in the 1st storage section of the first special symbol storage area of the main RAM 110b is written to the 0th storage section of the special symbol storage area, and the data stored in the 2nd storage section to the 4th storage section are written to the previous storage section, respectively.
[0517] In addition, data that was already stored in the 0th memory section of the special pattern memory area before the current memory area shift process is performed will be erased because new data will be overwritten by the current memory area shift process.
[0518] The display of the second special pattern change is given priority over the display of the first special pattern change (Special 2 priority consumption), but the display of the first special pattern change and the display of the second special pattern change may be executed in parallel (Special 1 and Special 2 simultaneous change), or the display of the first special pattern change may be given priority over the display of the second special pattern change (Special 1 priority consumption).
[0519] In step S310-12, the main CPU 110a transmits a special symbol reservation number designation command to the performance control board 120. Specifically, when the main CPU 110a subtracts 1 from the second special symbol reservation number (U2) in step S310-3, it transmits a special symbol reservation number designation command indicating the subtracted second special symbol reservation number to the performance control board 120. In addition, when the main CPU 110a subtracts 1 from the first special symbol reservation number (U1) in step S310-5, it transmits a special symbol reservation number designation command indicating the subtracted first special symbol reservation number to the performance control board 120.
[0520] In addition, the performance control board 120 refers to the special pattern memory number designation command based on the current memory area shift processing received from the main CPU 110a and performs processing to cause the image display device 31 to display a new variable image 40, reduce the number of first reserved images 41 and second reserved images 42, and update the number of first reserved number images 43 and second reserved number images 44.
[0521] In step S310-13, the main CPU 110a determines whether the low base time reduction count (B) stored in the main RAM 110b is equal to or greater than 1. If the low base time reduction count (B) stored in the main RAM 110b is equal to or greater than 1, the main CPU 110a proceeds to step S310-14. If the low base time reduction count (B) stored in the main RAM 110b is not equal to or greater than 1 (if it is 0), the main CPU 110a proceeds to step S310-16.
[0522] In step S310-14, the main CPU 110a subtracts 1 from the low base time-saving count (B) stored in the main RAM 110b and stores the result.
[0523] In step S310-15, the main CPU 110a determines whether the value of the low base time reduction count (B) is greater than 0. If the main CPU 110a determines that the value of the low base time reduction count (B) is greater than 0, the main CPU 110a advances the process to step S311. If the main CPU 110a determines that the value of the low base time reduction count (B) is not greater than 0 (is 0), the main CPU 110a advances the process to step S310-20.
[0524] In step S310-16, the main CPU 110a determines whether the high base time-saving count (J) stored in the main RAM 110b is equal to or greater than 1. If the main CPU 110a determines that the high base time-saving count (J) stored in the main RAM 110b is equal to or greater than 1, the main CPU 110a advances the process to step S310-17. If the main CPU 110a determines that the high base time-saving count (J) stored in the main RAM 110b is not equal to or greater than 1 (is 0), the main CPU 110a advances the process to step S311.
[0525] In addition, the case where the result of step S310-16 is "NO" means that both the low base time reduction number (B) and the high base time reduction number (J) are "0", and therefore the game state is the normal state.
[0526] In step S310-17, the main CPU 110a subtracts 1 from the high base time-saving number of times (J) stored in the main RAM 110b and stores the result.
[0527] In step S310-18, the main CPU 110a determines whether the value of the high base time-saving count (J) is 0. If the main CPU 110a determines that the value of the high base time-saving count (J) is 0, the main CPU 110a advances the process to step S310-19. If the main CPU 110a determines that the high base time-saving count (J) is not 0, the main CPU 110a advances the process to step S311.
[0528] In step S310-19, the main CPU 110a clears the flag set in the high base intermediate information storage area of the main RAM 110b, sets a high base state fall flag in the high base state fall storage area of the main RAM 110b, and proceeds to step S310-20.
[0529] In step S310-20, the main CPU 110a clears the flag set in the time-shortening information storage area of the main RAM 110b, and advances the process to step S310-21.
[0530] In step S310-21, the main CPU 110a sets the normal game state in the game state flag storage area of the main RAM 110b, and proceeds to step S311.
[0531] The case where the result of step S310-15 is "NO" is when the low base time-saving count (B) becomes 0, and the game state transitions from the low base time-saving mode to the normal state. In this case, the game state transitions from the low base time-saving mode to the normal state, so the flag for the time-saving information is cleared (step S310-20), and the game state flag for the normal state is set (step S310-21).
[0532] Furthermore, the case where the answer to step S310-18 is "YES" is when the high base time-saving count (J) becomes 0 and the gaming state transitions from the high base time-saving state to the normal state. In this case, since the gaming state transitions from the high base time-saving state to the normal state, the high base information flag is cleared and the high base state fall flag is set (step S310-19), the time-saving information flag is cleared (step S310-20), and the normal gaming state flag is set (step S310-21).
[0533] As described in the explanation of the game flow in Figure 11, there are other conditions for transitioning from the high base time-saving state to the normal state in addition to the condition that the number of high base time-saving times (J) shown in Figure 46 becomes 0 (at the start of the 100th or 16th miss fluctuation when the number of high base time-saving times (J) becomes the upper limit, "YES" in step S310-18 in Figure 46, etc.).
[0534] For example, in the high base time-saving state, the state transitions from the high base time-saving state to the normal state after the end of a special game (for example, Type 2 9R J) or when the second small jackpot game begins. The second small jackpot game may occur when the game ball does not enter the specific area 19B in the first small jackpot game and then the player wins the second small jackpot game.
[0535] In addition, if the number of normal symbol variations in the high base time-saving state is 100, the high base time-saving state will transition to the normal state. Details of the control when transitioning from the high base time-saving state to the normal state will be described later.
[0536] In addition to the above conditions, if the number of times that the normal symbol lottery is won in the high base time-saving state reaches a specific number (including once), the high base time-saving state may be switched to the normal state.
[0537] The main CPU 110a executes a jackpot determination process in step S311. Specifically, the main CPU 110a determines the type of special symbol, stop symbol data, etc., by referring to various tables stored in the main ROM 110c shown in Figures 18, 19, and 20 based on the jackpot random number value and special symbol random number value newly stored in the 0th storage unit, and the type of special symbol display device of the data shifted to the 0th storage unit. Details of the jackpot determination process will be described later.
[0538] The main CPU 110a determines the variation pattern of the special symbol to be executed in step S312. Specifically, the main CPU 110a determines the variation pattern of the special symbol to be varied by referring to the variation pattern determination table of the first special symbol (FIG. 26 (in the case of normal state), FIG. 27 (in the case of low base time-shortening state), FIG. 28 (in the case of high base time-shortening state)) stored in the main ROM 110c, the variation pattern determination table of the second special symbol (FIG. 29), etc., based on the type of special symbol determined in step S311, the random number value for reach determination and the random number value for special symbol variation newly stored in the 0th storage unit, and the number of reserved first special symbols and the number of reserved second special symbols.
[0539] As mentioned above, the fluctuation pattern determination table referenced in the high base time-saving state is the fluctuation pattern determination table shown in Figure 28(c) for the first special pattern of the first fluctuation when the number of fluctuations (L) reaches 800, and the fluctuation pattern determination table shown in Figure 29(c) for the second special pattern when the number of high base time-savings (J) is 0.
[0540] In step S313, the main CPU 110a transmits to the performance control board 120 a variation pattern designation command corresponding to the variation pattern of the special symbol determined in step S312.
[0541] The effect control board 120 performs processing to execute a variable effect according to the variable pattern of the special symbol based on the variable pattern designation command received from the main CPU 110a.
[0542] In step S314, the main CPU 110a sets a variation start information command in the gaming machine information notification command buffer of the main RAM 110b. The "variation start information command" is a command that may be included in the gaming machine information notification command sent from the main control board 110 to the frame control board 160, is information indicating that variation of special symbols has started, and is a command that is stored in the gaming machine information notification command buffer of the main RAM 110b when variation of the special symbols starts.
[0543] As described above, the gaming machine information notification command is a command transmitted from the main control board 110 to the frame control board 160 every 108 ms. Therefore, there may be a time lag between the timing when the frame control board 160 receives the fluctuation start information transmitted from the main control board 110 and the timing when the special symbol starts to fluctuate (the timing when the fluctuation start information is stored in the gaming machine buffer). In addition, since the transmission cycle of the gaming machine information notification command is 108 ms, the maximum value of the time lag is approximately 108 ms.
[0544] On the other hand, a variation start command indicating that the special symbol has started to vary, similar to the variation start information command, is transmitted from the main control board 110 to the performance control board 120 as the variation time of the special symbol begins (step S313). Therefore, the timing at which the event that the special symbol has started to vary can be grasped is often earlier on the performance control board 120 than on the frame control board 160.
[0545] In step S315, the main CPU 110a transmits to the performance control board 120 a game state designation command corresponding to the game state stored in the game state flag storage area of the main RAM 110b.
[0546] In step S316, the main CPU 110a executes a process for starting the variable display of the special symbols. Specifically, the main CPU 110a sets variable display data for causing the first special symbol display device 20 or the second special symbol display device 21 to perform the variable display of the special symbols in a predetermined area of the main RAM 110b.
[0547] Next, in step S317, the main CPU 110a sets the special symbol variation time. Specifically, the main CPU 110a sets the variation time corresponding to the special symbol variation pattern determined in step S312 in the special symbol time counter of the main RAM 110b.
[0548] Next, in step S318, the main CPU 110a sets 1 in the special symbol special power processing data storage area of the main RAM 110b, and ends the special symbol storage determination process.
[0549] (Main control board jackpot detection process) FIG. 48 is a diagram showing a flowchart of the big win determination process of the gaming machine 1.
[0550] In step S311-1, the main CPU 110a determines whether or not the special symbol that starts the variable display is a jackpot. Specifically, based on the jackpot random number value newly stored in the 0th memory section of the special symbol memory area, the main CPU 110a determines whether or not the special symbol that starts the variable display is a jackpot by referring to the jackpot lottery determination table (FIG. 18(a)) for the first special symbol display device stored in the main ROM 110c if the data newly stored in the 0th memory section is shifted from the first special symbol memory area, or by referring to the jackpot lottery determination table (FIG. 18(b)) for the second special symbol display device stored in the main ROM 110c if the data newly stored in the 0th memory section is shifted from the second special symbol memory area.
[0551] If the special symbol that starts the varying display is a jackpot, the main CPU 110a proceeds to step S311-2. If the special symbol that starts the varying display is not a jackpot, the main CPU 110a proceeds to step S311-5.
[0552] In step S311-2, the main CPU 110a executes a jackpot symbol determination process. Specifically, the main CPU 110a refers to the jackpot symbol determination table (FIG. 19(a)) stored in the main ROM 110c based on the special symbol random number value newly stored in the 0th storage unit and the type of special symbol display device that starts variable display, determines the type of special symbol that starts variable display and stopped symbol data, and stores the determined stopped symbol data in the stopped symbol data area of the main RAM 110b.
[0553] In step S311-3, the main CPU 110a transmits to the performance control board 120 a symbol designation command corresponding to the stop symbol data determined in step S311-2.
[0554] Next, in step S311-4, the main CPU 110a stores the game status information (game status information at the time of executing the jackpot determination process) stored in the game status flag of the main RAM 110b in the game status buffer of the main RAM 110b, and ends the jackpot determination process.
[0555] In step S311-5, the main CPU 110a determines whether or not the special symbol that starts the variable display is a small win. Specifically, when the data newly stored in the 0th memory section of the special symbol memory area is shifted from the second special symbol memory area, the main CPU 110a determines whether or not the special symbol that starts the variable display is a small win by referring to the jackpot lottery determination table (FIG. 18(b)) for the second special symbol display device stored in the main ROM 110c based on the jackpot random number value newly stored in the 0th memory section.
[0556] The reason why the small win determination is performed only when the data newly stored in the 0th memory section of the special symbol memory area is shifted from the 2nd special symbol memory area is that the small win is set to be determined only for the 2nd special symbol (FIG. 18(b)). Therefore, when the data newly stored in the 0th memory section is shifted from the 1st special symbol memory area, the main CPU 110a determines that the special symbol that starts the variable display is not a small win.
[0557] Although the small win is determined based on only the second special symbol, the small win may be determined based on both the first and second special symbols, or may be determined based on only the first special symbol.
[0558] If the special symbol that starts the variable display is a small win, the main CPU 110a proceeds to step S311-6. If the special symbol that starts the variable display is not a small win, the main CPU 110a proceeds to step S311-8.
[0559] Next, the main CPU 110a executes a small win symbol determination process in step S311-6. Specifically, the main CPU 110a refers to the small win symbol determination table (FIG. 19(b)) stored in the main ROM 110c based on the special symbol random number value newly stored in the 0th storage unit, determines the type of special symbol and stopped symbol data that will start the variable display, and stores the determined stopped symbol data in the stopped symbol data area of the main RAM 110b.
[0560] Next, in step S311-7, the main CPU 110a transmits a symbol designation command corresponding to the stop symbol data determined in step S311-6 to the performance control board 120, and ends the big win determination process.
[0561] In step S311-8, the main CPU 110a determines whether the special symbol that starts the variable display is a special miss or not. Specifically, the main CPU 110a determines whether the special symbol that starts the variable display is a special miss or not by referring to the jackpot random number value of the data newly stored in the 0th storage section of the special symbol storage area and the jackpot lottery determination table (FIG. 18(a)) for the first special symbol display device or the jackpot lottery determination table (FIG. 18(b)) for the second special symbol display device stored in the main ROM 110c.
[0562] In addition, the jackpot lottery determination table referenced when making the above determination is the jackpot lottery determination table for the first special pattern display device if the data shifted to the 0th memory of the special pattern memory area has been shifted from the first special pattern memory area, and the jackpot lottery determination table for the second special pattern display device if the data has been shifted from the second special pattern memory area.
[0563] If the main CPU 110a determines that the special symbol that starts the variable display is a special miss, the process proceeds to step S311-9. If the main CPU 110a determines that the special symbol that starts the variable display is not a special miss, the process proceeds to step S311-11.
[0564] In step S311-9, the main CPU 110a executes a special losing symbol determination process. Specifically, the main CPU 110a refers to the special losing symbol determination table (FIG. 20(a)) stored in the main ROM 110c based on the special symbol random number value newly stored in the 0th storage unit, determines the type of special symbol and stopped symbol data that will start the variable display, and stores the determined stopped symbol data in the stopped symbol data area of the main RAM 110b.
[0565] Next, in step S311-10, the main CPU 110a transmits a symbol designation command corresponding to the stop symbol data determined in step S311-9 to the performance control board 120. Then, the big win determination process is completed.
[0566] In step S311-11, the main CPU 110a performs a normal losing symbol determination process. Specifically, the main CPU 110a refers to the normal losing symbol determination table (FIG. 20(b)) stored in the main ROM 110c based on the type of special symbol display device that starts the variable display and the special symbol random number value newly stored in the 0th storage unit, determines the type of special symbol that starts the variable display and the stopped symbol data, and stores the determined stopped symbol data in the stopped symbol data area of the main RAM 110b.
[0567] In step S311-12, the main CPU 110a transmits a symbol designation command corresponding to the stop symbol data determined in step S311-11 to the performance control board 120, and ends the big win determination process.
[0568] (Special pattern change processing on the main control board) FIG. 49 is a diagram showing a flowchart of the special symbol variation process of the main control board 110 of the gaming machine 1.
[0569] In step S320-1, the main CPU 110a determines whether the special symbol variation time has elapsed. Specifically, the main CPU 110a refers to a special symbol time counter stored in the main RAM 110b, and determines that the special symbol variation time has elapsed if the counter value is 0, and determines that the special symbol variation time has not elapsed if the counter value is not 0. If the special symbol variation time has elapsed, the main CPU 110a proceeds to step S320-2. If the special symbol variation time has not elapsed, the main CPU 110a ends the special symbol variation process.
[0570] In step S320-2, the main CPU 110a executes a process for stopping and displaying the special symbols. Specifically, the main CPU 110a clears the display data set in step S316 of the special symbol storage determination process, and sets display data for stopping and displaying the special symbols corresponding to the stop symbol data set in the stop symbol data area of the main RAM 110b on the first special symbol display device 20 or the second special symbol display device 21 in a predetermined area of the main RAM 110b.
[0571] Next, in step S320-3, the main CPU 110a transmits to the performance control board 120 a symbol determination command indicating that the special symbol has stopped.
[0572] Next, in step S320-4, the main CPU 110a sets a symbol stop time. Specifically, the main CPU 110a sets a symbol stop time (for example, 0.5 seconds) in a special symbol time counter storage area of the main RAM 110b.
[0573] Next, in step S320-5, the main CPU 110a sets the symbol stop information command in the gaming machine information notification command buffer of the main RAM 110b.
[0574] The "pattern stop information command" is a command that may be included in the gaming machine information notification command sent from the main control board 110 to the frame control board 160, and is information indicating that a special pattern has stopped, and is a command that is stored in the gaming machine information notification command buffer of the main RAM 110b when the special pattern is stopped.
[0575] As described above, the gaming machine information notification command is a command transmitted from the main control board 110 to the frame control board 160 every 108 ms. Therefore, there may be a time lag between the timing when the frame control board 160 receives the symbol stop information transmitted from the main control board 110 and the timing when the special symbol is stopped (the timing when the symbol stop information is stored in the gaming machine buffer). Furthermore, since the transmission cycle of the gaming machine information notification command is 108 ms, the maximum value of the time lag is approximately 108 ms.
[0576] On the other hand, a pattern determination command indicating that the special pattern has stopped, similar to the pattern stop information command, is transmitted from the main control board 110 to the performance control board 120 as the special pattern variation time passes (step S320-1 "YES" to step S320-3). Therefore, the timing at which the event that the special pattern has stopped can be grasped is often earlier on the performance control board 120 than on the frame control board 160.
[0577] Next, in step S320-6, the main CPU 110a sets 2 in the special symbol special power processing data storage area of the main RAM 110b, and ends the special symbol variation processing.
[0578] (Main control board special pattern stop processing) FIG. 50 is a diagram showing a flowchart of the special symbol stopping process of the main control board 110 of the gaming machine 1.
[0579] In step S330-1, the main CPU 110a determines whether the stop time of the special symbol has ended. Specifically, if the special symbol time counter in the main RAM 110b is 0, the main CPU 110a determines that the stop time of the special symbol has ended, and proceeds to step S330-2. If the special symbol time counter in the main RAM 110b is not 0, the main CPU 110a determines that the stop time of the special symbol has not ended, and ends the special symbol stop process.
[0580] In step S330-2, the main CPU 110a adds 1 to the value of the change count (L) counter in the main RAM 110b.
[0581] Next, in step S330-3, the main CPU 110a determines whether the stop symbol data stored in the stop symbol data storage area of the main RAM 110b is for a jackpot. If the stop symbol data is for a jackpot, the main CPU 110a proceeds to step S330-4. If the stop symbol data is not for a jackpot, the main CPU 110a proceeds to step S330-6.
[0582] In step S330-4, the main CU 110a performs a first-class jackpot game preparation process. Specifically, the main CPU 110a determines the reference destination of data required for controlling the first-class jackpot game, sets various data, etc. Details of the first-class jackpot game preparation process will be described later.
[0583] Next, in step S330-5, the main CPU 110a sets 3 in the special picture special power processing data storage area of the main RAM 110b, and advances the process to step S330-9.
[0584] In step S330-6, the main CPU 110a determines whether the stopped symbol data stored in the stopped symbol data storage area of the main RAM 110b is a small win. If the stopped symbol data is a small win, the main CPU 110a proceeds to step S330-7. If the stopped symbol data is not a small win, the main CPU 110a proceeds to step S330-10.
[0585] In step S330-7, the main CPU 110a performs a small win game preparation process. Specifically, the main CPU 110a determines the reference destination of data required for controlling the small win game, sets various data, etc. Details of the small win game preparation process will be described later.
[0586] Next, in step S330-8, the main CPU 110a sets 4 in the special picture special power processing data storage area of the main RAM 110b, and advances the process to step S330-9.
[0587] In step S330-9, the main CPU 110a transmits a game state designation command corresponding to the game state stored in the game state flag storage area of the main RAM 110b to the performance control board 120, and ends the special symbol stop processing. The game state designation command set in step S330-9 is a command corresponding to the game state set in the game state flag storage area in the first type jackpot game preparation processing in step S330-4 or the small jackpot game preparation processing in step S330-7.
[0588] In step S330-10, the main CPU 110a determines whether the value of the counter for the number of fluctuations (L) in the main RAM 110b has reached the specified number of times (800 times). If the value of the counter for the number of fluctuations (L) has reached the specified number of times (800 times), the main CPU 110a transfers the process to step S330-11. If the counter value for the number of fluctuations (L) has not reached the specified number of times (800 times), the main CPU 110a transfers the process to step S330-15.
[0589] In step S330-11, the main CPU 110a resets the value of the low base time-saving count (B) counter and the value of the fluctuation count (L) counter in the main RAM 110b, and proceeds to step S330-12.
[0590] In step S330-12, the main CPU 110a sets a game status flag for the high base time reduction state in the game status flag storage area of the main RAM 110b, sets the high base time reduction count (J) counter of the main RAM 110b to 100, and proceeds to step S330-13.
[0591] In step S330-13, the main CPU 110a sets flags in the high base information storage area, the time-saving information storage area, and the continuous jackpot information storage area of the main RAM 110b. Note that when performing this process, there may be cases where flags have already been set in each storage area (for example, when the time-saving information flag is set in the low base time-saving state), and in that case, the main CPU 110a will overwrite the flags in those storage areas.
[0592] In step S330-14, the main CPU 110a resets the number of small wins (F) and the number of normal changes (A) in the main RAM 110b. Specifically, the main CPU 110a sets the number of small wins (F) to 2 and the number of normal changes (A) to 100.
[0593] Although details will be described later, the number of small wins (F) is a counter referenced when the main CPU 110a determines whether to transition from a high base time-saving state to a normal state, and the number of normal fluctuations (A) is a counter referenced when the main CPU 110a determines whether to transition from a high base time-saving state or a low base time-saving state to a normal state. The number of normal fluctuations (A) is set to a value of "100" when transitioning to a high base time-saving state (step S330-14 in FIG. 50, step S330-16-7 in FIG. 53), and is set to a value of "10000" when transitioning to a low base time-saving state (step S330-16-15 in FIG. 53).
[0594] In step S330-15, the main CPU 110a determines whether the stop symbol data stored in the stop symbol data storage area of the main RAM 110b is a special miss. If the main CPU 110a determines that the stop symbol data is a special miss, the main CPU 110a proceeds to step S330-16. If the main CPU 110a determines that the stop symbol data is not a special miss, the main CPU 110a proceeds to step S330-17.
[0595] The main CPU 110a executes a game status setting process in step S330-16. Specifically, the main CPU 110a refers to the setting table (FIG. 22) for when a special losing symbol stops, stored in the main ROM 110c, based on the stop symbol data stored in the stop symbol data storage area of the main RAM 110b and the game status flag stored in the game status flag storage area, determines the game status when a special losing symbol stops, the low base time reduction number of times (B) and the high base time reduction number of times (J) to be set, and sets the determined various data in a predetermined storage area of the main RAM 110b. Details of the game status setting process will be described later.
[0596] In step S330-17, the main CPU 110a transmits to the performance control board 120 a game state designation command corresponding to the game state stored in the game state flag storage area of the main RAM 110b.
[0597] In step S330-18, the main CPU 110a sets 0 in the special picture special power processing data storage area of the main RAM 110b.
[0598] In step S330-19, the main CPU 110a determines whether a high base state fall flag is set in the high base state fall memory area of the main RAM 110b. If the main CPU 110a determines that the high base state fall flag is set, it proceeds to step S330-20, and if it determines that the high base state fall flag is not set, it ends the special symbol stop processing.
[0599] In step S330-20, the main CPU 110a determines whether the variable display that will stop changing is a variable display of the second special symbol. Specifically, if the stopped symbol data stored in the stopped symbol data storage area of the main RAM 110b is for the second special symbol, the main CPU 110a determines that the variable display that will stop changing is a variable display of the second special symbol. If the main CPU 110a determines that the variable display that will stop changing is a variable display of the second special symbol, it proceeds to step S330-21, and if it determines that the variable display that will stop changing is not a variable display of the second special symbol, it ends the special symbol stop processing.
[0600] In step S330-21, the main CPU 110a determines whether the value of the second special symbol reserved number (U2) stored in the main RAM 110b is 0. If the main CPU 110a determines that the value of U2 is 0, it proceeds to step S330-22, and if it determines that the value of U2 is not 0, it ends the special symbol stop processing.
[0601] In step S330-22, the main CPU 110a sets a flag for preparing to clear information during consecutive jackpots in the preparation memory area for clearing information during consecutive jackpots in the main RAM 110b, clears the flag set in the high base state fall memory area, and terminates the special pattern stop processing.
[0602] In addition, the cases where the judgment is "YES" in step S330-19, "YES" in step S330-20, and "YES" in step S330-21 are when the game state transitions from the high base time-saving state to the normal state (when the flag for falling into the high base state is set), and the variable display of the second special pattern ends when there is no reserved memory for the second special pattern.
[0603] In the above case, the preparation flag for clearing information during consecutive jackpots is set in the processing of step S330-22, and the flag indicating in...
Claims
[Claim 1] The main control means is Controlling the transition of game states including the first game state, the second game state, the first specific game state advantageous to the player, the second specific game state advantageous to the player, and the progress and stop of the game; A first counting process can be executed to count the number of times a predetermined symbol changes in the first specific gaming state or the second specific gaming state, and when the number of times the symbol changes satisfies a predetermined condition, the game state can be transitioned to the first gaming state; A variation command based on the variation display of the predetermined pattern and a game status command indicating the game status of the main control means can be transmitted to the performance control means; The fluctuation command or the game status command may include information based on the satisfaction of the predetermined condition, The performance control means Based on the variation command, a symbol variation effect corresponding to the first specific game state or the second specific game state, and a second counting process that performs counting independent of the first counting process can be executed; In the pattern variation effect corresponding to the first specific game state or the second specific game state, a game effect can be executed based on the number of variations counted by the second counting process, A gaming machine characterized in that, when the change command or the game status command includes information based on the satisfaction of the specified condition, a pattern change presentation corresponding to the satisfaction of the specified condition can be executed regardless of the number of changes counted by the second counting process.
Citation Information
Patent Citations
Game machine
JP2024005252A
Game machine
JP2015006575A