Gaming machine
The gaming machine enhances entertainment value by integrating a main control board, performance control board, and state control mechanism to execute variable displays and effects, ensuring continuous and engaging gameplay despite communication disruptions.
Patent Information
- Application Number
- JP2025184565
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-31
- Publication Date
- 2026-01-23
AI Technical Summary
Conventional gaming machines lack enhancements in entertainment value through dynamic and engaging visual and auditory effects on the liquid crystal screen.
A gaming machine equipped with a main control board for game progression, a performance control board for effect management, and a state control mechanism to execute variable displays and effects, allowing for enhanced game states and adaptive image and performance operations during communication abnormalities.
Increases player engagement by providing dynamic game states, adaptive effects, and continuous performance operations, enhancing the overall gaming experience.
Smart Images

Figure 2026012370000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In conventional gaming machines, it is common to determine whether or not to execute a jackpot game that is advantageous to the player based on judgment information obtained when a gaming medium enters the starting area, and to execute a game presentation according to the result of that judgment (see, for example, Patent Document 1).
[0003] Some of these gaming machines are equipped with a main control board that controls the progress of the game, and a sub-control board that controls the presentation of the game based on signals (commands) from the main control board. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-033816 Summary of the Invention [Problem to be solved by the invention]
[0005] Gaming machines are required to enhance the entertainment value of games by using effects displayed on the liquid crystal screen.
[0006] The present invention has been made in consideration of the above-mentioned problems, and has as its object to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]
[0007] The gaming machine 1 of the present disclosure is a gaming machine capable of executing a special game (jackpot game), and includes a main control means (main control board 110) capable of controlling the progress of the game, a performance control means (performance control board 130) capable of controlling performance in response to a signal from the main control means, a variable display execution means (main control board) capable of acquiring judgment information based on the establishment of a start condition (a win at the first start port, a win at the second start port, a special 1 win, a special 2 win) and executing a variable display of a pattern based on the judgment of the judgment information, and a predetermined The device is equipped with a state control means (main control board) that can control a game state (normal game state) and a specific game state (first advantageous game state, second advantageous game state, third advantageous game state) that is more advantageous to the player than the predetermined game state, and can execute a variable effect of the effect pattern (effect pattern 70a) in the display means in accordance with the variable display, and when the effect control means normally receives the predetermined signal (for example, a stop command, a start command) from the main control means at a predetermined timing, , specific effects (main stop, variable effect) related to the effect pattern can be executed, and in a customer waiting state where the variable display is not being executed, a specific image (for example, a customer waiting demo image) that makes the effect pattern invisible can be displayed on the display means, and when a communication abnormality occurs between the main control means and the effect control means while the specific image is being displayed, if the main control means acquires the judgment information based on the establishment of a start condition, a new variable display can be executed by control of the main control means, and the display of the specific image is continued based on the control of the effect control means without being based on a signal from the main control means, and when the communication abnormality is resolved during the continuation of the display of the specific image and the predetermined signal (for example, a stop command, a start command) is normally received, the specific image is made invisible and the effect pattern is made visible, and when the effect pattern is temporarily stopped in the variable effect, predetermined elements (bar-shaped images SG,It is possible to perform a performance operation of a pattern effect image ZE, etc., and when the performance pattern is temporarily stopped in the variable performance, it is possible to display the performance pattern shifted from the stop display position, and when the performance pattern is displayed shifted from the stop display position, if the performance control means receives a start signal of the variable display (a first special pattern reserved number designation command, a special pattern designation command, a special pattern variable pattern designation command, etc. as a start signal) from the main control means, the performance pattern is displayed at the stop display position with the start of the variable display, and the variable performance of the performance pattern is started without waiting for the lapse of a predetermined stop display period. [Effects of the Invention]
[0008] According to the present invention, the interest of the player can be increased. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 2 is a diagram showing an example of a front view of the gaming machine. [Figure 2] FIG. 2 is a diagram showing an example of a block diagram of the entire gaming machine. [Figure 3] FIG. 2 is a diagram showing main processing in the main control board. [Figure 4] FIG. 10 is a diagram showing timer interrupt processing in the main control board. [Figure 5] FIG. 10 is a diagram showing input control processing in the main control board. [Figure 6] A diagram showing the first start port detection switch input processing on the main control board. [Figure 7] A diagram showing the special diagram special electric control processing on the main control board. [Figure 8] A diagram showing the types of commands sent from the main control board to the performance control board. [Figure 9] A diagram showing the types of commands sent from the main control board to the performance control board. [Figure 10] FIG. 10 is a diagram showing the main processing in the performance control unit. [Figure 11] A diagram showing timer interrupt processing in the performance control unit. [Figure 12] A diagram showing customer waiting performance processing in the performance control unit. [Figure 13] FIG. 10 is a diagram illustrating an example of a demonstration waiting time determination table. [Figure 14] A diagram showing a pre-reading type performance processing in the performance control unit. [Figure 15] FIG. 10 is a diagram showing the icon change effect determination process in the effect control unit. [Figure 16] FIG. 10 is a diagram illustrating an example of an icon final display mode determination table. [Figure 17] FIG. 10 is a diagram illustrating an example of a change scenario determination table. [Figure 18] A diagram showing the icon display mode update process in the performance control unit. [Figure 19] A figure showing an example of a change pattern determination table for a hold icon. [Figure 20] FIG. 10 is a diagram showing an example of a one-stage change pattern determination table for the icon. [Figure 21] FIG. 10 is a diagram showing an example of a two-stage change pattern determination table for the icon. [Figure 22] FIG. 10 is a diagram showing an example of an icon change pattern determination table for use when power is interrupted. [Figure 23] (a) is a diagram showing the relationship between the display mode of the pending icon and the frequency of occurrence of the change effect, (b) is a diagram showing the relationship 1 between the type of change effect and the timing of occurrence of the change effect, (c) is a diagram showing the relationship 2 between the type of change effect and the timing of occurrence of the change effect, and (d) is a diagram showing the relationship between the icon display mode and the alarm sound when the icon occurs (changes). [Figure 24] A diagram showing the continuous preview performance determination process in the performance control unit. [Figure 25] A figure showing an example of a preview scenario determination table. [Figure 26] A diagram showing the continuous preview performance execution process in the performance control unit. [Figure 27] FIG. 10 is a diagram showing an example of an alternative warning pattern determination table. [Figure 28] A diagram showing the lamp change performance execution process in the performance control unit. [Figure 29] A diagram showing the process of determining the jackpot preview effect in the effect control unit. [Figure 30] A figure showing an example of a jackpot prediction determination table. [Figure 31] FIG. 2 is a diagram illustrating a main process in the central control unit. [Figure 32] FIG. 10 is a diagram illustrating a command reception interrupt process in the central control unit. [Figure 33] FIG. 10 is a diagram illustrating a V blank interrupt process in the central control unit. [Figure 34] This is timing chart 1 of the change effect when winning. [Figure 35] This is timing chart 2 of the change effect when winning. [Figure 36] A figure showing an example of a change effect when a prize is won. [Figure 37] 1 is a timing chart 1 of normal change pattern 01. [Figure 38] 10 is a timing chart 2 of normal change pattern 01. [Figure 39] A figure showing an example of the presentation of normal change pattern 01. [Figure 40] This is timing chart 1 for character action change pattern 01. [Figure 41] This is timing chart 2 for character action change pattern 01. [Figure 42] A figure showing an example of the presentation of character action change pattern 01. [Figure 43] This is a figure showing the continuation of Figure 42. [Figure 44] This is a diagram showing timing chart 1 of pattern action change pattern 01. [Figure 45] This is a diagram showing timing chart 2 of pattern action change pattern 01. [Figure 46] This is a diagram showing an example of the presentation of pattern action change pattern 01. [Figure 47]This is a figure showing the continuation of Figure 46. [Figure 48] This is a timing chart showing when the variable effect starts from the waiting state for customers. [Figure 49] This is a diagram showing an example of a performance in which a variable performance starts from a waiting state for customers. [Figure 50] This is a figure showing the continuation of Figure 49. [Figure 51] This is a timing chart showing the increase in the number of reserved balls during the variable performance. [Figure 52] A figure showing an example of a presentation in which the number of reserved balls increases during a variable presentation. [Figure 53] This is a timing chart showing the number of pending orders increasing immediately after decreasing. [Figure 54] This figure shows an example of a presentation in which the number of reserved items increases immediately after decreasing. [Figure 55] This is a timing chart showing the increase in the number of reserved balls during a specific reach performance. [Figure 56] A figure showing an example of a presentation in which the number of reserved balls increases during a specific reach presentation. [Figure 57] This is a timing chart showing the increase and decrease in the number of reserved balls before and after the end of a specific game state. [Figure 58] This figure shows an example of a presentation in which the number of reserved balls increases or decreases before or after the end of a specific game state. [Figure 59] This is a figure showing the continuation of Figure 58. [Figure 60] A diagram showing the initial processing of the reels in the lamp / drive control unit. [Figure 61] FIG. 10 is a diagram illustrating a return-to-origin process in the lamp / drive control unit. [Figure 62] FIG. 10 is a diagram showing an initial operation process in a lamp / drive control unit. [Figure 63] FIG. 10 is a diagram showing an example of a board role initial operation pattern determination table. [Figure 64] FIG. 10 is a diagram showing an example of a frame role initial operation pattern determination table. [Figure 65] FIG. 10 is a timing chart of a first specific example in which a command cannot be received normally. [Figure 66]FIG. 10 is a diagram showing an example of a presentation in specific example 1 when a command cannot be received normally. [Figure 67] 10A to 10C are diagrams showing timing charts of specific examples 2 to 4 when a command cannot be received normally. [Figure 68] FIG. 10 is a diagram showing an example of a presentation in specific example 2 when a command cannot be received normally. [Figure 68-1] A figure showing a modified example of the rendering example in specific example 2 when the command cannot be received normally. [Figure 69] FIG. 10 is a diagram showing an example of a presentation in specific example 3 when a command cannot be received normally. [Figure 69-1] A figure showing a modified example of the rendering example in specific example 3 when the command cannot be received normally. [Figure 70] FIG. 10 is a diagram showing an example of a presentation in specific example 4 when a command cannot be received normally. [Figure 70-1] A figure showing a modified example of the rendering example in specific example 4 when the command cannot be received normally. [Figure 71] 10 is a diagram showing timing charts of specific examples 5 to 7 when a command cannot be received normally. FIG. [Figure 72] A figure showing an example of a presentation in specific example 5 when a command cannot be received normally. [Figure 72-1] A figure showing a modified example of the rendering example in specific example 5 when the command cannot be received normally. [Figure 73] A figure showing an example of a presentation in specific example 6 when a command cannot be received normally. [Figure 73-1] A figure showing a modified example of the presentation example in specific example 6 when the command cannot be received normally. [Figure 74] A figure showing an example of a presentation in specific example 7 when a command cannot be received normally. [Figure 74-1] A figure showing a modified example of the presentation example in specific example 7 when the command cannot be received normally. [Figure 75]FIG. 13 is a timing chart of specific example 8 when a command cannot be received normally. [Figure 76] FIG. 10 is a diagram showing an example of a presentation in specific example 8 when a command cannot be received normally. [Figure 76-1] A figure showing a modified example of the rendering example in specific example 8 when the command cannot be received normally. [Figure 77] FIG. 13 is a timing chart of a ninth specific example when a command cannot be received normally. [Figure 78] A figure showing an example of a presentation in specific example 9 when a command cannot be received normally. [Figure 79] FIG. 10 is a timing chart showing specific examples 10 to 12 when a command cannot be received normally. [Figure 80] A figure showing an example of a presentation in specific example 10 when a command cannot be received normally. [Figure 81] A figure showing an example of a presentation in specific example 11 when a command cannot be received normally. [Figure 82] A figure showing an example of a presentation in specific example 12 when a command cannot be received normally. [Figure 83] FIG. 10 is a timing chart of specific examples 13 to 15 when a command cannot be received normally. [Figure 84] A figure showing an example of a presentation in specific example 13 when a command cannot be received normally. [Figure 85] A figure showing an example of a presentation in specific example 14 when a command cannot be received normally. [Figure 86] A figure showing an example of a presentation in specific example 15 when a command cannot be received normally. [Figure 87] FIG. 16 is a timing chart of a sixteenth specific example when a command cannot be received normally. [Figure 88] A figure showing an example of a presentation in specific example 16 when a command cannot be received normally. [Figure 89]FIG. 17 is a timing chart of a seventeenth example when a command cannot be received normally. [Figure 90] A figure showing an example of presentation in specific example 17 when the command cannot be received normally. [Figure 91] FIG. 20 is a timing chart of an eighteenth specific example when a command cannot be received normally. [Figure 92] A figure showing an example of a presentation in specific example 18 when a command cannot be received normally. [Figure 93] FIG. 10 is a timing chart showing a specific example 1 of an image change effect. [Figure 94] FIG. 10 is a diagram showing a presentation example of specific example 1 of image change presentation. [Figure 95] FIG. 10 is a timing chart showing a specific example 2 of image change presentation. [Figure 96] FIG. 10 is a diagram showing a presentation example of specific example 2 of image change presentation. [Figure 97] FIG. 10 is a timing chart showing a specific example 3 of image change presentation. [Figure 98] FIG. 10 is a diagram showing an example of specific example 3 of image change presentation. [Figure 99] FIG. 10 is a timing chart showing a specific example 4 of image change presentation. [Figure 100] FIG. 10 is a diagram showing an example of image change presentation example 4. [Figure 101] FIG. 10 is a diagram showing an example of an image change effect. [Figure 102] FIG. 10 is a diagram showing an example of an image change effect. [Figure 103] FIG. 10 is a diagram showing an example of an image change effect. [Figure 104] FIG. 10 is a diagram showing an example of an image change effect. [Figure 105] FIG. 10 is a diagram showing an example of an image change effect. [Figure 106] FIG. 10 is a diagram showing an example of an image change effect. [Figure 107] FIG. 10 is a diagram showing an example of an image change effect. [Figure 108]FIG. 10 is a timing chart of specific example 1 when conditions are not met in the performance control unit. [Figure 109] FIG. 10 is a diagram showing an example of a performance when conditions are not met in the performance control unit. [Figure 110] FIG. 10 is a timing chart of specific example 2 when conditions are not met in the performance control unit. [Figure 111] FIG. 10 is a timing chart of specific example 3 when conditions are not met in the performance control unit. [Figure 112] FIG. 10 is a timing chart of specific example 4 when conditions are not met in the performance control unit. [Figure 113] A figure showing a timing chart of specific example 5 when conditions are not met in the performance control unit. [Figure 114] FIG. 10 is a timing chart of specific example 6 when conditions are not met in the performance control unit. [Figure 115] A figure showing a timing chart of specific example 7 when conditions are not met in the performance control unit. [Figure 116] FIG. 10 is a timing chart of specific example 8 when conditions are not met in the performance control unit. [Figure 117] A figure showing a timing chart of specific example 9 when conditions are not met in the performance control unit. [Figure 118] A figure showing a timing chart of specific example 10 when conditions are not met in the performance control unit. [Figure 119] A figure showing a timing chart of specific example 11 when conditions are not met in the performance control unit. [Figure 120] 10 is a timing chart 1 showing a case where a command cannot be received normally. [Figure 121] This is an example of the effects at various timings in Timing Chart 1. [Figure 122] 10 is a timing chart 2 showing a case where a command cannot be received normally. [Figure 123] This is example 1 of the performance at various timings in timing chart 2. [Figure 124]This is example 2 of the performance at various timings in timing chart 2. [Figure 125] 10 is a timing chart 3 showing a case where a command cannot be received normally. [Figure 126] This is example 1 of the performance at various timings in timing chart 3. [Figure 127] This is example 2 of the performance at various timings in timing chart 3. [Figure 128] 4 is a timing chart 4 showing a case where a command cannot be received normally. [Figure 129] This is an example of the effects at various timings in Timing Chart 4. [Figure 130] 5 is a timing chart 5 when a command cannot be received normally. [Figure 131] This is an example of the effects at various timings in Timing Chart 5. [Figure 132] 6 is a timing chart 6 when a command cannot be received normally. [Figure 133] This is an example of the effects at various timings in Timing Chart 6. [Figure 134] 7 is a timing chart 7 when a command cannot be received normally. [Figure 135] This is an example of the effects at various timings in Timing Chart 7. [Figure 136] 8 is a timing chart 8 when a command cannot be received normally. [Figure 137] This is an example of the effects at various timings in Timing Chart 8. [Figure 138] 9 is a timing chart 9 when a command cannot be received normally. [Figure 139] This is an example of the effects at various timings in Timing Chart 9. [Figure 140] 10 is a timing chart 10 showing a case where a command cannot be received normally. [Figure 141] This is an example of the effects at various timings in the timing chart 10. [Figure 142] This is a first modification example when the command cannot be received normally. [Figure 143] This is a second modification example when the command cannot be received normally. [Figure 144] This is a third modification example when the command cannot be received normally. [Figure 145] This is a fourth modified example when the command cannot be received normally. [Figure 146] This is a fifth modified example when the command cannot be received normally. [Figure 147] This is a sixth modified example when the command cannot be received normally. [Figure 148] This is a seventh modification example when the command cannot be received normally. [Figure 149] This is a thirteenth specific example of a case where a command cannot be received normally. [Figure 150] This is a 14th specific example of a case where a command cannot be received normally. [Figure 151] This is a specific example 15 of a case where a command cannot be received normally. [Figure 152] This is a specific example 16 of a case where a command cannot be received normally. [Figure 153] This is a specific example 17 of when a command cannot be received normally. [Fig. 154] This is a specific example 18 of a case where a command cannot be received normally. [Figure 155] This is a specific example 19 of a case where a command cannot be received normally. [Figure 156] This is a specific example 20 of when a command cannot be received normally. [Figure 157] FIG. 10 is a diagram showing an example of a front view of a gaming machine according to a second embodiment. [Figure 158] FIG. 11 is a diagram showing an example of a finishing effect pattern determination table in the second embodiment. [Figure 159] FIG. 11 is a diagram showing an example of a frame role object initial operation pattern determination table in the second embodiment. [Figure 160]A figure showing a timing chart of specific example 12 when conditions are not met in the performance control unit. [Figure 161] A figure showing a timing chart of specific example 13 when conditions are not met in the performance control unit. [Figure 162] A figure showing a timing chart of specific example 14 when conditions are not met in the performance control unit. [Figure 163] A figure showing a timing chart of specific example 15 when conditions are not met in the performance control unit. [Fig. 164] FIG. 1 is a diagram showing the relationship 1 between an abnormality between the main control unit and the performance control unit and an abnormality notification. [Figure 165] FIG. 2 is a diagram showing the relationship 2 between an abnormality between the main control unit and the performance control unit and an abnormality notification. [Figure 166] FIG. 3 is a diagram showing the relationship 3 between an abnormality between the main control unit and the performance control unit and an abnormality notification. [Figure 167] A diagram showing the relationship between an abnormality between the main control unit and the performance control unit and the demo screen. [Figure 168] A diagram showing the transition relationship of the game state in embodiment I. [Figure 169] FIG. 10 is a diagram showing an example of a winning symbol. [Figure 170] FIG. 10 is a diagram showing an example of a winning symbol. [Figure 171] FIG. 10 is a diagram showing an example of a matching losing pattern. [Fig. 172] FIG. 10 is a diagram showing an example of a matching losing pattern. [Figure 173] A diagram showing the transition relationship of the game state in embodiment I. [Fig. 174] A diagram showing conditions regarding normal patterns. [Figure 175] FIG. 10 is a diagram showing the relationship between matching losing symbols and the destination of the transition. [Figure 176] FIG. 10 is a diagram showing the relationship between the game state and the base. [Figure 177] A diagram showing the relationship between the opening and closing of the prize opening and the notification. [Figure 178] A diagram showing the relationship between the opening and closing of the prize opening and the notification. [Figure 179] FIG. 10 is a diagram showing an example of a special effect. [Figure 180] FIG. 10 is a diagram showing an example of a special effect. [Figure 181] A diagram showing the relationship between the number of times that can be changed and predetermined effects. [Figure 182] A figure showing an example of the presentation of the first advantageous gaming state. [Figure 183] A figure showing an example of the presentation of the first advantageous gaming state. [Figure 184] A figure showing an example of the presentation of the first advantageous gaming state. [Figure 185] A figure showing an example of the presentation of the first advantageous gaming state. [Figure 186] A figure showing an example of the presentation of the first advantageous gaming state. [Figure 187] A diagram showing the transition relationship of the game state in embodiment II. [Figure 188] A diagram showing the relationship between a low-probability game state and an advantageous state. [Figure 189] FIG. 10 is a diagram showing the relationship between matching losing symbols and the destination of the transition. [Figure 190] FIG. 10 is a diagram showing the flow of the game. [Figure 191] FIG. 10 is a diagram showing the relationship between matching missing symbols and the number of times that can be changed. [Figure 192] A diagram showing the relationship between the number of times that can be changed and predetermined effects. [Figure 193] A diagram showing the relationship between the number of times that can be changed and predetermined effects. [Figure 194] A diagram showing the relationship between the number of times that can be changed and predetermined effects. [Figure 195] A figure showing examples of the presentation of the first low-probability game state and the second low-probability game state. [Figure 196] FIG. 10 is a diagram showing an example of an initial result. [Figure 197] This figure shows the state when the power is turned off and turned on. DETAILED DESCRIPTION OF THE INVENTION
[0010] (First embodiment) Hereinafter, a first embodiment of the present invention will be described in detail with reference to the drawings.
[0011] (Configuration of gaming machine) First, the configuration of the gaming machine 1 will be described with reference to Fig. 1. Fig. 1 is an example of a front view of the gaming machine 1 according to this embodiment.
[0012] The gaming machine 1 is provided with an outer frame 2, a gaming board mounting frame 3 rotatably supported relative to the outer frame 2, a glass frame 4 rotatably supported relative to the gaming board mounting frame 3, and a gaming board 5 on which a gaming area 5a through which gaming balls flow down is formed.
[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, and a decorative plate 2b attached to the lower front of the base frame 2a. The outer frame 2 is fixed to the arcade's island equipment via fixing members (e.g., nails or fasteners).
[0014] The game board mounting frame 3 is detachably connected to the outer frame 2 at one horizontal end via a first hinge mechanism 6, and is rotatably supported with the first hinge mechanism 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated like a door relative to the outer frame 2, the back side of the game board mounting frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the game board mounting frame 3.
[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 at one horizontal end via the second hinge mechanism 7, and is supported rotatably with the second hinge mechanism 7 as a fulcrum. Therefore, when the glass frame 4 is rotated like a door relative to the game board mounting frame 3, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened or closed.
[0016] An opening 8 (window portion) that opens in the front-to-back direction is formed in the approximate center near the top of the glass frame 4, and a transparent member 8a (such as a glass plate or acrylic plate) is attached to cover the opening 8 from the rear, making it possible to see the playing area 5a through this opening 8 and the transparent member 8a.
[0017] Around the opening 8 of the glass frame 4, there are provided an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative lamps (LEDs), an upper tray 11 for storing multiple game balls such as game balls paid out from the game ball payout device 100 described below, a lower tray 12 for receiving and storing game balls that do not fit into the upper tray 11 and flow into the overflow ball flow path described below, and a launch operation device 13 that can be operated to launch the game balls.
[0018] The audio output devices 9 are provided at two locations above the glass frame 4 with a gap between them, and are designed to produce sound (music, voice) effects by outputting background music (BGM), sound effects (SE), etc. A plurality of frame lighting devices 10 are provided around the periphery of the opening 8, and produce lighting effects by changing the direction of light emitted by each lamp (LED). The frame lighting devices 10 are also equipped with an alarm LED 10a that is controlled to light up / blink when the glass frame 4 opens or a dispensing abnormality, which will be described later, occurs.
[0019] The bottom surface of the storage section 11a of the upper tray 11 for the game balls is inclined downward toward the direction (right direction) of the launch operation device 13, and a ball feed solenoid 11b is provided at the end of the downward slope. When the game balls stored in the storage section 11a of the upper tray 11 flow down and reach the ball feed solenoid 11b, the game balls are sent out one by one toward the game board mounting frame 3 by the operation of the ball feed solenoid 11b.
[0020] In addition, in the center front part of the upper tray 11, a performance button device 16 and a selection button device 18 (see Figure 1) are arranged side by side and function as input devices for performing decision operations and selection operations related to various performances described below.
[0021] The effect button device 16 is provided with an effect button 17 (not shown) that can be used to perform operations such as decision operations (operation input), an effect button detection switch 17a (see Figure 2) that detects operations on the effect button 17, and a button drive device 17b (see Figure 2) for driving the effect button 17, allowing the player to input specified information into the gaming machine 1.
[0022] The performance button 17 is capable of producing a performance light emission by lighting the performance button LED (full color), which is part of the frame lighting device 10 (see Figure 2), in a predetermined light emission pattern, and is capable of performing a performance action by moving vertically between a standby position (origin position) located below and a performance position located above by the driving force of a button drive motor, which is part of the button drive device 17b, and / or vibrating in a predetermined vibration pattern by the driving force of a button vibration motor, which is also part of the button drive device 17b, and is detected to be in the origin position by a button position detection sensor (not shown).
[0023] The selection button device 18 is provided with a cross key 19 (not shown) that can be used to perform operations such as selection, and a cross key detection switch 19a (see Figure 2) that is connected to the cross key 19 and detects operations on the cross key 19, allowing the player to input specified information into the gaming machine 1.
[0024] In addition, a lending / returning operation unit 20 is provided on the right side of the upper tray 11, which is capable of lending game balls and returning storage media such as cards that store the remaining balance. When the lending button (not shown) of the lending / returning operation unit 20 is operated, the remaining balance stored in the storage media accepted by the ball lending machine (not shown) attached to the gaming machine 1 is subtracted and game balls are lent out, and when the return button (not shown) of the lending / returning operation unit 20 is operated, the storage media is returned from the ball lending machine (not shown).
[0025] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) is formed to receive game balls that do not fit into the upper tray 11 and guide them to the lower tray 12. In addition, a tray full detection switch 32a (see FIG. 2) is provided in the middle of the overflow ball flow path to detect when the lower tray 12 is full of game balls, and while the tray full detection switch 32a detects that the lower tray 12 is full, the payout of game balls by the game ball payout device 100, which will be described later, is stopped.
[0026] The firing operation device 13 is provided with a base 14 fixed to the glass frame 4, a firing handle 15 rotatably mounted on the base 14, a touch sensor 15a (see FIG. 2) that detects whether the player's hand is touching the firing handle 15, a firing volume 15b (see FIG. 2) made of a variable resistor whose resistance value changes depending on the rotation angle of the firing handle 15, and a handle light emitting device 15c that causes the firing handle 15 to emit light in a predetermined manner. When the touch sensor 15a detects that the player's hand is touching the firing handle 15, the ball feeding solenoid 11b is activated and game balls are fed out one by one.
[0027] The handle light-emitting device 15c constitutes the front portion of the firing handle 15 and is formed in a dome shape that bulges forward, with multiple LEDs disposed in an internal space defined by a light-transmitting lens member. The LEDs emit light, enabling the firing handle 15 to emit light in a predetermined manner, creating a lighting effect.
[0028] The game board mounting frame 3 is provided with a game board mounting portion 25 for mounting the game board 5, a launching device 26 for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an opening detection switch 31a for detecting the opening (opening or closing) of the glass frame 4.
[0029] The game board mounting portion 25 is formed in a recessed chamber shape that opens to the front at approximately the center near the top of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-to-back direction is provided at the back of the recessed chamber of the game board mounting portion 25, and various devices provided on the back side of the game board 5 face the rear of the gaming machine 1 through this opening.
[0030] The launching device 26 is provided with a launching member 28 for launching game balls, a launching solenoid 28b (see FIG. 2) for driving the launching member 28, a launching rail 29 that slopes upward from the launching member 28 toward the lower left end of the game board, and a stopper 30 that stops the game ball A at the launch position, which is the lower end of the slope of the launching rail 29. When the game ball sent out by the ball feeding solenoid 11b is received at the launch position, the game ball A is launched toward the game area 5a by the operation of the launching member 28.
[0031] The locking mechanism 27 is provided on the right side of the game board mounting part 25, and the front end of the cylinder in which the keyhole is formed is exposed on the front side of the glass frame 4. When a dedicated key is inserted into the keyhole of the cylinder and turned in one direction, the game board mounting frame 3 is unlocked and the game board mounting frame 3 can be opened and closed, and when turned in the other direction, the glass frame 4 is unlocked and the glass frame 4 can be opened and closed.
[0032] A curved inner rail 35, a curved outer rail 36 located outside the inner rail 35, and a guide member 37 that guides game balls toward the center of the game area 5a are provided near the outer edge of the game board 5. A launched ball guide path 38 that guides game balls launched by the launching device 26 to the upstream part of the game area 5a is formed between the inner rail 35 and the outer rail 36. An outlet 39 is formed at the most downstream part of the game area 5a to guide game balls that have flowed down outside the game area (to the collection part of the game board mounting frame 3).
[0033] Approximately in the center of the game area 5a, there is provided a frame-shaped decorative frame 40, known as a center case, which restricts the entry of game balls into the interior, and a performance space 40a is formed inside the decorative frame 40. In addition, a warp device 41 is provided on the side of the decorative frame 40 to guide game balls flowing down the game area 5a into the interior of the decorative frame 40, and a stage section 42 is provided below the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow down below the decorative frame 40.
[0034] At the bottom of the game area 5a, there are provided, spaced apart, multiple (four in this embodiment) general prize openings 43 into which game balls can always enter (win), and when a game ball that has entered (wins) one of these general prize openings 43 is detected by the general prize opening detection switch 43a (see Figure 2), a predetermined number (for example, 10) of game balls are paid out as prize balls from the game ball payout device 100 (not shown) to the upper tray 11.
[0035] On both sides (left and right areas) of the game area 5a, there are provided normal gates 44 (normal start areas) through which the game ball can pass, and when a game ball passing through this normal gate 44 is detected by the gate detection switch 44a (see Figure 2), a normal symbol winning lottery (auxiliary game determination) is held. The normal symbol winning lottery will be described later.
[0036] A first start hole 45 (special symbol start area) where game balls can always enter (win) is provided at the bottom of the game area 5a, directly below the stage section 42, and when a game ball that has entered (wins) this first start hole 45 is detected by the first start hole detection switch 45a (see FIG. 2), a predetermined number of game balls (for example, three balls) are paid out as prize balls from the game ball payout device 100 to the upper tray 11. In addition to the payout of prize balls, a jackpot lottery (special game judgment) for a first special symbol (identification information) is held, which will be described later.
[0037] Below the first starting hole 45, there is provided a variable starting section 46 which is converted from a closed state (basic mode) in which it is impossible or difficult for the game ball to enter (score), to an open state (special mode) in which it is possible or easy for the game ball to enter (score), based on the fulfillment of a predetermined condition (winning the lottery for a normal symbol).
[0038] The variable start section 46 is provided with a second start opening 47 (special start area) through which the game ball can enter (enter), a second start opening detection switch 47a (see FIG. 2) that detects the entry (entry) of the game ball into the second start opening 47, a movable member 48 that converts (varies) the second start opening 47 between a closed state and an open state, and a second start opening opening / closing solenoid 48b (see FIG. 2) that converts the movable member 48 between an open and closed state. When the second start opening 47 is in the closed state, it is impossible or difficult for the game ball to enter, and when the second start opening 47 is in the open state, it is possible or easy for the game ball to enter (enter).
[0039] In addition, when a game ball that has entered (entered) the second start port 47 is detected by the second start port detection switch 47a, a predetermined number of game balls (for example, three balls) are paid out as prize balls from the game ball payout device 100 to the upper tray 11. In addition to the payout of prize balls, a jackpot lottery (special game judgment) for a second special pattern (identification information) described later is held.
[0040] Between the first starting hole 45 and the variable starting section 46, a winning hole lamp NR (not shown) is provided to illuminate the first starting hole 45 and the area around the variable starting section 46 in a predetermined manner, and a lighting effect can be created by illuminating it with a board lighting device 76 having multiple lamps (full-color LEDs, etc.).
[0041] Above the guide member 37 and downstream of the regular gate 44 on the right side, there is provided a variable winning section 49 which is converted from a closed state (basic mode) in which the game ball cannot win (enter) to an open state (special mode) in which the game ball can win (enter) based on the fulfillment of a predetermined condition (winning the jackpot lottery for a special pattern).
[0042] The variable winning section 49 is provided with a large prize opening 50 through which a game ball can enter (win), a large prize opening detection switch 50a (see FIG. 2) for detecting the entry of a game ball into the large prize opening 50, an opening / closing member 51 for converting (variably changing) the large prize opening 50 between a closed state and an open state, and a large prize opening opening / closing solenoid 51b for converting the opening / closing member 51 between open and closed. When the large prize opening 50 is in the closed state, it is impossible or difficult for a game ball to win, and when the large prize opening 50 is in the open state, it is possible or easy for a game ball to win (win).
[0043] In addition, when a game ball that has entered (won) the large prize opening 50 is detected by the large prize opening detection switch 50a, a predetermined number of game balls (for example, 15 balls) are paid out from the game ball payout device 100 to the upper tray 11 as prize balls.
[0044] On the back side of the gaming board 5, there is provided an out-ball flow path that receives and collects gaming balls that have entered the general winning opening 43, the first starting opening 45, the second starting opening 47, and the special winning opening 50 and are detected by the general winning opening detection switch 43a, the first starting opening detection switch 45a, the second starting opening detection switch 47a, and the special winning opening detection switch 50a, as well as gaming balls that have flowed into the outlet 39, and allows them to flow down, and an out-ball detection switch 52a is provided at the most downstream part of the out-ball flow path. Gaming balls that have flowed down this out-ball flow path and are detected by the out-ball detection switch 52a are discharged from the outlet on the back side of the gaming machine 1 to the outside of the gaming machine 1 (island equipment).
[0045] Outside the game area 5a, there is provided a main information display device 59 consisting of a first special symbol display device 60, a second special symbol display device 61, a normal symbol display device 62, a first special symbol reserve display device 63, a second special symbol reserve display device 64, and a normal symbol reserve display device 65, a round number display device 66 (see FIG. 2) that displays the number of rounds when a jackpot game (special game mode) described later is executed, a right-hit display device 67 (see FIG. 2) that prompts the player to shoot the game ball toward the right area of the game area 5a during a jackpot game (special game) or a time-saving game mode, and a status confirmation display device 68 (see FIG. 2) that indicates whether the game is set to a setting change mode or a setting confirmation mode described later.
[0046] In addition, a winning probability display sticker (not shown) is attached near the main information display device 59. The winning probability display sticker has printed thereon the winning probability (1 / 285 to 1 / 300) of the jackpot in the gaming machine 1 of this embodiment and a set value (4 to 1). Note that the position where the winning probability display sticker 200 is attached is an example, and is not limited to near the main information display device 59, and may be on the front (surface) of the gaming machine 1.
[0047] The first special pattern display 60 is a variable display for displaying (informing) the results of a jackpot lottery for a first special pattern which is held on the condition that a gaming ball wins (enters) the first starting gate 45, the second special pattern display 61 is a variable display for displaying (informing) the results of a jackpot lottery for a second special pattern which is held on the condition that a gaming ball wins (enters) the second starting gate 47, and the normal pattern display 62 is a variable display for displaying (informing) the results of a winning lottery for a normal pattern which is held on the condition that a gaming ball wins (enters) the normal gate 44.
[0048] The first special symbol jackpot lottery involves acquiring a random number value for jackpot determination (judgment information) when a gaming ball enters (enters) the first starting hole 45, and comparing the acquired random number value for jackpot determination with the jackpot judgment value to determine whether or not there is a "jackpot." When the first special symbol jackpot lottery is held, the first special symbol display 60 displays a varying first special symbol, and after a predetermined time has passed, the first special symbol is displayed stationary, indicating the result of the lottery. In other words, the stationary display of the first special symbol notifies the result of the lottery.
[0049] The jackpot lottery for the second special symbol corresponds to obtaining a random number value for jackpot determination (determination information) when a gaming ball enters (enters) the second starting hole 47, and comparing the obtained random number value for jackpot determination with the jackpot determination value to determine whether or not there is a "jackpot." When the jackpot lottery for the second special symbol is performed, the second special symbol display 61 displays a variable second special symbol, and after a predetermined time has passed, the second special symbol is displayed as a still symbol indicating the result of the lottery. In other words, the still display of the second special symbol notifies the result of the lottery.
[0050] The first special symbol display 60 and the second special symbol display 61 are each composed of a plurality of LEDs, and when the special symbols are displayed in a variable manner, the LEDs of the corresponding display blink at a predetermined interval or in a predetermined sequence. When the special symbols are displayed in a static manner, the LEDs light up in a manner that indicates the results of each jackpot lottery (jackpot mode, losing mode).
[0051] In this embodiment, "jackpot" refers to a state in which the right to play a jackpot game (special game) is acquired in the jackpot lottery for the first special symbol or the jackpot lottery for the second special symbol. "Jackpot game" refers to a game state in which a round game in which the jackpot opening 50 is opened in a predetermined manner is played a predetermined number of times (for example, 4 times or 15 times).
[0052] Although the maximum number of times the jackpot opening port 50 can be opened and the maximum opening time for each round of play are predetermined, one round of play ends when a predetermined number of game balls (for example, nine balls) enter the jackpot opening port 50 even before the maximum number of times the jackpot opening and the maximum opening time are reached. In other words, the "jackpot game (special game)" is a game state that is advantageous for the player, as it is easy for the player to win prize balls. In this embodiment, any of several types of jackpot games, each with a different degree of advantage to the player, can be generated, as will be described in detail later.
[0053] The winning lottery for the normal symbol corresponds to obtaining a random number value for winning judgment when the gaming ball passes through the normal symbol gate 44, and comparing the obtained random number value for winning judgment with the winning judgment value to determine whether or not there is a "winning" result. When the winning lottery for the normal symbol is performed, the normal symbol display 62 displays a variable normal symbol, and after a predetermined time has passed, the normal symbol is displayed as a static display indicating the lottery result. In other words, the static display of the normal symbol serves as a notification of the lottery result.
[0054] The normal symbol display 62 is composed of one or more LEDs, and the LEDs flash at a predetermined interval or sequence when displaying the normal symbol. When the normal symbol is displayed in a static state, the LEDs light up in a manner that indicates the result of the winning lottery (win or loss).
[0055] In this embodiment, "winning" refers to a state in which the player has acquired the right to play a winning state (auxiliary game) in a winning lottery for a normal symbol. "Winning game (auxiliary game)" refers to a game state in which the second starting hole 47 is opened in a predetermined manner.
[0056] In addition, the maximum number of times and maximum opening time of the second start opening 47 in a winning game (auxiliary game) are predetermined, but even before the maximum number of times and maximum opening time are reached, if a predetermined number of game balls (for example, 9 balls) enter the second start opening 47, the winning game (auxiliary game) ends. In other words, the "winning game (auxiliary game)" is a game state in which the variable display of the second special symbol is likely to be executed (the start condition for the variable display is likely to be met). In this embodiment, multiple types of winning games (auxiliary games) with different degrees of advantage to the player are provided, which will be described in detail later.
[0057] The first special symbol reserved indicator 63 is made up of a plurality of LEDs, and is for displaying the number of rights (first reserved memories) for holding a jackpot lottery for the first special symbol (variable display of the first special symbol) that are stored when a gaming ball enters (enters) the first starting hole 45, and lights up or flashes in a manner that indicates the number of first reserved memories. Note that up to four first reserved memories can be stored, but the number may be more or less than four.
[0058] The second special symbol reserved indicator 64 is made up of multiple LEDs, and is intended to display the number of rights (second reserved memories) to hold a jackpot lottery for a second special symbol (variable display of the second special symbol) that are stored when a gaming ball enters (enters) the second starting hole 47, and lights up or flashes in a manner that indicates the number of second reserved memories. Note that up to four second reserved memories can be stored, but the number may be more or less than four.
[0059] The normal symbol reserve indicator 65 is made up of multiple LEDs, and is used to display the number of rights (normal symbol reserve memories) to hold a winning normal symbol lottery (variable display of normal symbols) that are stored when a game ball enters (passes) the normal symbol gate 44, and lights up or flashes in a manner that indicates the number of normal symbol reserve memories. Note that up to four normal symbol reserve memories can be stored, but the number may be more or less than four.
[0060] The first special symbol display 60 and / or the second special symbol display 61 can also be configured with a 7-segment LED. For example, if a special symbol jackpot lottery is won, a static "7" is displayed, and if a loss occurs, a static "-" is displayed, and during the variable display, the LED is alternately turned off and "-". Before the variable display of the special symbol begins, the stopped result of the previous variable display is displayed by lighting up the LED, so when the variable display starts, starting with the LED being turned off makes it easier to understand that the variable display has begun.
[0061] The round number indicator 66 is made up of multiple LEDs and is used to display the number of rounds when a jackpot state (special game state) occurs. When a jackpot game starts, the LEDs start lighting up in a predetermined manner to indicate the number of rounds, continue lighting up during the jackpot game, and turn off the LEDs when the jackpot game ends. For example, if the jackpot game has two rounds, only the fourth LED from the left lights up, and if the jackpot game has sixteen rounds, all LEDs light up.
[0062] The right-hit indicator 67 is composed of one LED and is used to display a right-hit indication that encourages the player to fire the game ball toward the right-side game area (so-called right hit) during a jackpot state (special game state) and a time-limited game state, and the LED lights up during a jackpot state (special game state) and a time-limited game state.
[0063] The status confirmation indicator 68 is composed of a single LED and is used to indicate that the setting change mode (described later) or the setting confirmation mode (described later) is set, and when the setting change mode or the setting confirmation mode is entered, the LED starts to light up, and when the setting change mode or the setting confirmation mode is ended, the LED goes out. In this way, the status confirmation indicator 68, which indicates that the setting change mode or the setting confirmation mode is set, is provided on the front (surface) of the gaming machine, so it is possible to easily check whether the setting change mode or the setting confirmation mode is set.
[0064] The installation position of the status check indicator 68 is an example, and is not limited to the installation position in this embodiment, and may be on the front (surface) of the gaming machine 1.
[0065] In addition, in this embodiment, the same display mode (lighting up) is used regardless of whether the setting change mode or the setting check mode is set, but the display may be such that it is possible to recognize which mode it is set to. For example, when set to the setting change mode, the status check indicator 68 may be lighted up, and when set to the setting check mode, the status check indicator 68 may be flashing, or when set to the setting change mode, both the status check indicator 68 and one of the indicators of the second game information display device 69 may be lighted up, and when set to the setting check mode, only the status check indicator 68 may be lighted up.
[0066] In addition, in this embodiment, the status confirmation indicator 68 is provided as a dedicated indicator to indicate that the setting change mode or the setting check mode has been set, but it may also be used as another indicator. For example, in the setting change mode and the setting check mode, the main information display device 59 and the second game information display device 69, which will be described later, are turned off, so these indicators may also be used. Specifically, one LED of the indicator of either the main information display device 59 or the second game information display device 69 may be turned on, or all LEDs of the main information display device 59 or the second game information display device 69 may be turned on.
[0067] At the bottom right inside the game area 5a, there is provided a sub information display device 80 consisting of a sub first fluctuation indicator 81, a sub second fluctuation indicator 82, a sub first reserve indicator 83, a sub second reserve indicator 84, a sub normal map fluctuation indicator 85, a sub normal map reserve indicator 86, and a sub right hit indicator 87 that encourages the player to fire the game ball toward the right area of the game area 5a (so-called right hit). Note that the sub information display device 80 does not have an indicator such as the above-mentioned status confirmation indicator 68 that indicates that it is set to a setting change mode or setting confirmation mode, which will be described later.
[0068] The sub-first variable indicator 81 is for displaying (notifying) the result of the jackpot lottery for the first special symbol, and the sub-second variable indicator 82 is for displaying (notifying) the result of the jackpot lottery for the second special symbol, and each is composed of one LED. When the variable display of the corresponding special symbol begins, the LED flashes (variably displays) at a predetermined interval, and when the corresponding special symbol is displayed stationary, the result of the jackpot lottery (lights up in the case of a jackpot, and goes out in the case of a loss) is displayed stationary.
[0069] In addition, the sub-first change display 81 and the sub-second change display 82 may be configured to flash while the special pattern is being displayed, and to light up or turn off when the special pattern is displayed as stopped, so that it is possible to know whether or not the special pattern is being displayed as changed.
[0070] The sub-first hold indicator 83 is for displaying the number of first hold memories, and the sub-second hold indicator 84 is for displaying the number of second hold memories, and each is composed of two LEDs, one on the left and one on the right. When the number of hold memories is "0", the left LED is turned off, when the number of hold memories is "1", the left LED is turned on and the right LED is turned off, when the number of hold memories is "2", the left LED is turned on, when the number of hold memories is "3", the left LED is flashing and the right LED is turned on, and when the number of hold memories is "4", the left LED is flashing.
[0071] The sub-regular symbol variable indicator 85 is for displaying (notifying) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED flashes (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode indicating the result of the winning lottery (lights up in the case of a win, and goes out in the case of a loss) is displayed in a static state.
[0072] In addition, the sub-normal pattern change indicator 85 may be configured to flash while displaying the normal pattern change, and to light up or turn off when the normal pattern is displayed as stopped, so that it is possible to know whether or not the normal pattern change is being displayed.
[0073] The sub-regular map reserve indicator 86 is used to display the number of reserved maps and is composed of two LEDs lined up on the left and right. When the number of reserved maps is "0", the left and right LEDs are turned off, when the number of reserved maps is "1", the left LED is turned on and the right LED is turned off, when the number of reserved maps is "2", the left LED is flashing and the right LED is turned on, and when the number of reserved maps is "4", the left and right LEDs are flashing.
[0074] A first image display device 70 (main LCD) consisting of an LCD display is provided at the back of the performance space 40a, and a second image display device 71 (sub LCD) consisting of an LCD display with a smaller display area than the first image display device 70 (main LCD) is provided at the bottom of the performance space 40a in front of the first image display device 70 (main LCD).A first movable member 73 modeled after a character's face is provided at the top of the performance space 40a, and a circular second movable member 74 is provided on the right side of the performance space 40a.
[0075] The image display device consisting of the first image display device 70 (main liquid crystal display) and the second image display device 71 (sub-liquid crystal display) displays various effects according to the progress of the game. The effect displays include a customer waiting demo effect that is executed during a customer waiting state (a waiting state in which the game is not progressing) in which the variable display of special symbols is not being performed, and a variable effect that accompanies the variable display of the effect symbol 70a that is executed during the variable display of special symbols.
[0076] The display section (effective display area) of the first image display device 70 (main LCD) has three columns of variable display areas, namely a left area, a central area, and a right area, and the variable display of the performance pattern 70a is performed by scrolling the performance pattern 70a displayed in each variable display area vertically (from top to bottom in this embodiment).
[0077] The effect pattern 70a is composed of, for example, patterns showing numbers from "1" to "9," and the variable display of the effect pattern 70a is performed in response to (synchronization with) the variable display of the special pattern executed by the first special pattern display device 60 and the second special pattern display device 61. That is, the variable display of the effect pattern 70a starts in response to the start of the variable display of the special pattern, the effect pattern 70a is temporarily stopped (oscillated display) before the variable display of the special pattern stops, and the variable display of the effect pattern 70a is stopped (still display) in response to the stopped display of the variable display of the special pattern. In addition to patterns showing numbers, the effect pattern 70a may also have patterns showing alphabets such as "A" to "F."
[0078] Note that "temporary stop display" refers to a state in which the performance pattern 70a slightly shakes or deforms slightly, making it appear to the player that the performance pattern 70a is stopped (but is not completely stopped).
[0079] In the stopped display of the effect symbol 70a, the effect symbol 70a is stopped for a predetermined time (for example, 0.5 seconds) in a predetermined mode (miss mode, jackpot mode, etc.) that indicates the result of the jackpot lottery. The jackpot mode (special result mode) is a combination of the same effect symbols such as "777" or a combination of effect symbols with a regularity such as "357", and the miss mode is any other mode. Note that the mode of the variable display of the effect symbol 70a is not limited to this, and it may be one that scrolls left and right, or one that rotates (spins) on the spot.
[0080] In addition, while the display of the effect pattern 70a is changing, various effect images and movies such as reach effects, background images, characters, etc. are displayed on the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) depending on the result of the jackpot lottery, thereby increasing the player's anticipation of a jackpot (special game) being executed (hereinafter referred to as the ``expectation of winning the jackpot'').
[0081] Here, "reach effect" means a variation mode that makes the player expect a jackpot game to be executed, such as when a part of the combination of effect symbols 70a that notify a jackpot temporarily stops and other effect symbols 70a change. For example, when a combination of effect symbols 70a with three digits "777" is set as the combination of effect symbols 70a that notify a jackpot (jackpot result mode), this refers to a mode in which two effect symbols 70a temporarily stop at "7" in the left and right areas, and the remaining effect symbols 70a change in the center area.
[0082] In this embodiment, there are five types of reach effects: "normal reach effect," "SP reach effect," "SPSP reach effect," and "full rotation reach effect."
[0083] A "normal reach effect" is a reach effect that is executed in a state where the background image before the normal reach effect is displayed, two effect patterns 70a temporarily stop in the left and right areas, and the remaining one effect pattern 70a fluctuates in the central area to form a reach state.
[0084] An "SP reach effect" is a reach effect that is executed after a normal reach effect, in which the effect pattern 70a that has formed the reach state is displayed in a reduced size in the corner of the screen, and a movie (video, animation, etc.) is played that has a stronger effect (higher expectation of a jackpot) than a normal reach effect.
[0085] An "SPSP reach effect" is a reach effect that is executed after a normal reach effect or an SP reach effect, and in which a movie (video, animation, etc.) is played that has a higher effect (higher expectation of a jackpot) than a normal reach effect or an SP reach effect.
[0086] The "full rotation reach effect" is a reach effect that slowly changes when all the combinations of the effect symbols 70a that notify a jackpot are complete. In this embodiment, this reach effect is executed only when a jackpot is won in the jackpot lottery.
[0087] In this embodiment, as the jackpot winning expectation level related to the reach effect, it increases in the order of normal reach effect < SP reach effect < SPSP reach effect < full rotation reach effect (jackpot confirmed).
[0088] Also, on the display unit of the first image display device 70 (main liquid crystal), there are a first hold icon display area 70B for displaying a number of first hold icons corresponding to the number of first special symbol holds (U1), which is the current number of first hold memories, a second hold icon display area 70D for displaying a number of second hold icons corresponding to the number of second special symbol holds (U2), which is the current number of second hold memories, and an icon display area 70C for displaying the relevant icon corresponding to the variable display of the special symbol (performance symbol 70a) being executed.
[0089] The first hold icon display area 70B is partitioned in the form of a first display unit 70B1, a second display unit 70B2, a third display unit 70B3, a fourth display unit 70B4, etc. from the side closer to the icon display area 70C, and a number of first hold icons corresponding to the number of first special symbol holds (U1) are displayed on each of the display units 70B1 to 70B4. That is, the number of first hold icons increases or decreases corresponding to the increase or decrease of the number of first special symbol holds (U1).
[0090] Specifically, a first hold icon H11 indicating the first hold memory in which the variable display of the first special symbol is first executed is displayed on the first display unit 70B1, a first hold icon H12 indicating the first hold memory in which the variable display of the first special symbol is second executed is displayed on the second display unit 70B2, a first hold icon H13 indicating the first hold memory in which the variable display of the first special symbol is third executed is displayed on the third display unit 70B3, and a first hold icon H14 indicating the first hold memory in which the variable display of the first special symbol is fourth executed is displayed on the fourth display unit 70B4.
[0091] The second reserved icon display area 70D is divided into a first display section 70D1, a second display section 70D2, a third display section 70D3, and a fourth display section 70D4 from the side closest to the icon display area 70C, and each of the display sections 70D1 to 70D4 displays a number of second reserved icons corresponding to the second special symbol reserved number (U2). In other words, the number of second reserved icons increases or decreases in response to an increase or decrease in the second special symbol reserved number (U2).
[0092] Specifically, the first display unit 70D1 displays a second reservation icon H21 indicating the second reserved memory in which the variable display of the second special symbol is executed first, the second display unit 70D2 displays a second reservation icon H22 indicating the second reserved memory in which the variable display of the second special symbol is executed second, the third display unit 70D3 displays a second reservation icon H23 indicating the second reserved memory in which the variable display of the second special symbol is executed third, and the fourth display unit 70D4 displays a second reservation icon H24 indicating the second reserved memory in which the variable display of the second special symbol is executed fourth. In this embodiment, the "number of reserved first special symbols" may be referred to as the "first reserved number" and the "number of reserved second special symbols" may be referred to as the "second reserved number".
[0093] In the icon display area 70C, the first hold icon displayed in the first display section 70B1 of the first hold icon display area 70B or the second hold icon displayed in the first display section 70D1 of the second hold icon display area 70D moves (shifts) in response to the start of the variable display of the special pattern (performance pattern 70a), and the icon TH is displayed, and the icon TH disappears (erases) when the variable display of the special pattern (performance pattern 70a) ends. Note that the icon may be made to disappear during the variable display of the special pattern (performance pattern 70a). Note that in this embodiment, the "first hold icon", "second hold icon", and "the icon" may be collectively referred to as "icon".
[0094] The first movable member 73 is capable of producing a dramatic light effect by lighting the first movable member LED (full color), which is part of the board lighting device 76 (see Figure 2), in a predetermined light emission mode, and is capable of performing a dramatic action by moving up and down between a standby position (origin position) located above and a dramatic position located below by the driving force of the first movable member drive motor, which is part of the board drive device 75 (see Figure 2), and is detected to be in the origin position by a first position detection sensor (not shown).
[0095] The second movable member 74 is capable of producing a dramatic light effect by lighting the second movable member LED (full color), which is part of the board lighting device 76 (see Figure 2), in a predetermined light emission mode, and is capable of performing a dramatic action by moving diagonally up and down between a standby position (origin position) located in the upper right and a dramatic position located in the lower left by the driving force of the second movable member drive motor, which is part of the board drive device 75 (see Figure 2), and is detected to be in the origin position by a second position detection sensor (not shown).
[0096] The first movable member 73 and the second movable member 74 are configured so that their performance positions overlap partially, and therefore the first movable member 73 and the second movable member 74 do not basically move simultaneously, thereby preventing them from colliding with each other.
[0097] Furthermore, if the first movable member 73 and the second movable member 74 do not collide with each other, one movable member may be moved to its performance position and then returned to a position that does not overlap with the performance position of the other movable member, and the other movable member may then be moved to its performance position.
[0098] On the back side of the game board mounting frame 3 and the game board 5, there are a game ball payout device 100 for paying out game balls based on the establishment of predetermined payout conditions (prize balls, ball loans), a game ball storage unit (not shown) that stores game balls supplied from island equipment and supplies them to the game ball payout device 100, a main control device 110A (not shown) that incorporates a main control board 110 that comprehensively controls the progress of the game, and a control unit 110B (not shown) that controls the game ball payout device 100 in response to payout control commands from the main control board 110. The gaming machine is equipped with a payout control device 120A (not shown) that incorporates a payout control board 120 that performs the above-mentioned operations, a presentation control device 130A (not shown) that incorporates a presentation control board 130 that controls the presentation in response to presentation control commands from the main control board 110, a power supply device 160A (not shown) that incorporates a power supply board 160 that supplies power supply voltage to various control devices, and a game information output terminal board 90 (see Figure 2) for outputting game information (game signals) to the outside of the gaming machine.
[0099] The main control device 110A includes a main control board 110 on whose surface various electronic components are mounted, a transparent resin board case for accommodating the main control board 110, a sealing seal 104 for restricting the opening of the board case, and a transparent resin sealing cover member 105 attached to the board case so as to cover the sealing seal 104.
[0100] On the front side of the main control board 110, there are mounted a main control unit 110m consisting of a one-chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal to clear the memory contents of the main RAM 110c of the main control unit 110m or to update the setting value which is the stage of the advantageous degree of the game (which changes the advantageous degree of the game), a setting key switch 112a for inputting a signal to move to a state where the setting value can be changed by operating the setting key or a state where the setting value can be confirmed, and an information display 113 for displaying performance information and setting values which enable the actual performance of the gaming machine 1 to be grasped.
[0101] The information display 113 is used to display setting values and performance information (normal base values, described later), and is configured by four 7-segment displays (113a to 113d) with decimal points DP arranged side by side. The two 7-segment displays corresponding to the most significant two digits form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays corresponding to the least significant two digits form a numeric segment for displaying numeric information indicating the numerical values of the setting values and performance information.
[0102] The board case has a recessed lower case member with an open portion facing the back side of the main control board 110, and a recessed upper case member with an open portion facing the front side of the main control board 110, and when the lower case member and the upper case member are closed, a storage space for storing the main control board 110 is formed.
[0103] A model name sticker on which the model name (model name) of the gaming machine 1 is printed and a control number sticker on which the control number of the main control board 110 is printed are attached side by side to the upper surface of the upper case member so as not to overlap the information display 113. In addition, an operating member 108 for pressing (ON) the actuator of the RWM clear switch 111a is loosely fitted in a position corresponding to the RWM clear switch 111a. When the operating member 108 is pressed, the RWM clear switch 111a is turned ON.
[0104] Furthermore, an insertion portion (not shown) for inserting the setting key into the keyhole of the setting key switch 112a is formed at a position corresponding to the setting key switch 112a. This insertion portion has an opening for exposing the keyhole of the setting key switch 112a to the outside, and a cylindrical portion extending rearward from the edge of the opening so as to cover the periphery of the setting key switch 112a. When the setting key is inserted into the keyhole of the setting key switch 112a through the opening and turned clockwise from the initial position, the setting key switch 112a turns ON, preventing the setting key from being removed from the keyhole. When the setting key is turned counterclockwise and returned to the initial position, the setting key switch 112a turns OFF, allowing the setting key to be removed from the keyhole.
[0105] The management number sticker has an opener entry section for writing the name of the person who opened the main control board 110 and an opening date entry section for writing the date the main control board 110 was opened, arranged side by side on the surface of a colorless and transparent base sticker.
[0106] The opener's entry section has four colored (white) entry areas (first to fourth entry areas) spaced apart vertically, and transparent window areas are provided between each entry area to allow the electronic components mounted on the surface of the main control board 110 to be seen (visually confirmed).
[0107] The opening date entry section has four colored (white) entry areas (first to fourth entry areas) spaced apart vertically, and transparent window areas are provided between each entry area to allow the electronic components mounted on the surface of the main control board 110 to be visually confirmed.
[0108] The first to fourth writing areas of the opener entry section are adjacent to the first to fourth writing areas of the opening date entry section with a gap between them, and transparent window areas are provided between each writing area to allow the electronic components mounted on the surface of the main control board 110 to be visually confirmed.
[0109] Note that a performance display unit that combines four seven-segment displays and a circuit board may be mounted on the main control board as the information display 113. Even in this case, it is desirable to arrange them so that they do not overlap one another in the front or back, so that visibility is not restricted (obstructed) by the model name sticker and the control number sticker.
[0110] In addition, instead of mounting the RWM clear switch 111a, the setting key switch 112a, and the information display 113 on the main control board 110, at least one of the RWM clear switch 111a, the setting key switch 112a, and the information display 113 may be mounted on a dedicated board and connected to the main control board 110 by board-to-board connection so that it is enclosed in the board case of the main control board 110.
[0111] Furthermore, the RWM clear switch 111a may not be mounted on the main control board 110 or a dedicated board contained in the board case of the main control board 110, but may be provided on the power supply board 160, on the back side of the game board mounting frame 3, or on the back side of the glass frame 4, as long as it is in a position where it cannot be operated by the player. Even in this case, it is preferable that a signal from the RWM clear switch 111a be input to the main control unit 110m.
[0112] Also, instead of inputting a signal for clearing the contents stored in the main RAM 110c or updating the setting value by operating the RWM clear switch 111a, a dedicated setting switch for inputting a signal for updating the setting value may be provided separately from the RWM clear switch 111a. In this case, the RWM clear switch 111a and the setting switch may be mounted on the main control board 110 or a dedicated board contained in the board case of the main control board 110, or may be provided on the power supply board 160 in a position where they cannot be operated by the player, or on the back side of the game board mounting frame 3, or on the back side of the glass frame 4.
[0113] In addition, instead of displaying both the performance information and the setting value on the information display 113, another display may be implemented on the main control board 110 or a dedicated board contained in the board case of the main control board 110, and the performance information may be displayed on one of the displays and the setting value may be displayed on the other display.
[0114] (Control configuration of gaming machine 1) Next, the control configuration of the gaming machine 1 will be specifically described with reference to Fig. 2. Fig. 2 is an overall block diagram of the gaming machine 1 in this embodiment.
[0115] The main control board 110 comprehensively controls the progress of the game (basic operations). The main control board 110 is equipped with a main control unit 110m as a one-chip microcomputer including a main CPU 110a that performs arithmetic processing, a main ROM 110b that stores a game control program, and a main RAM 110c (corresponding to a volatile storage means) that serves as a work area during arithmetic processing, as well as input and output ports for main control. The main CPU 110a receives an operating clock from a crystal oscillator, reads out the programs stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area, thereby controlling controlled devices (various solenoids and various displays) and sending predetermined commands based on the results of the arithmetic processing to the payout control board 120, the performance control board 130, etc.
[0116] Here, communication between the main control board 110 and the dispensing control board 120 is configured to allow commands (data) to be communicated in both directions, and communication between the main control board 110 and the performance control board 130 is configured to allow commands (data) to be communicated in only one direction, from the main control board 110 to the performance control board 130.
[0117] The input port of the main control board 110 is connected to a general winning opening detection switch 43a, a gate detection switch 44a, a first starting opening detection switch 45a, a second starting opening detection switch 47a, a large winning opening detection switch 50a, an out ball detection switch 52a, a magnetic detection sensor 53a, a radio wave detection sensor 54a, an RWM clear switch 111a, a setting key switch 112a, an information display 113, and a payout control board 120. When detection signals from the various detection switches and various detection sensors are input to the main control board 110 via the input port, control processing is performed according to the detection signals.
[0118] The output port of the main control board 110 is connected to the second start opening / closing solenoid 48b, the large prize opening / closing solenoid 51b, the first special symbol display 60, the second special symbol display 61, the main information display device 59, the game information output terminal board 90, the payout control board 120, and the performance control board 130. Drive control signals for controlling the various solenoids, display control signals for controlling the various displays, and game information to be notified from the game information output terminal board to the outside of the gaming machine (such as a hall computer) are output via the output port.
[0119] The memory area of the main control unit 110m includes a memory area allocated to the main ROM 110b and a memory area allocated to the main RAM 110c.
[0120] The memory area of the main ROM 110b is arranged in the following order: a game ROM area in which programs and data related to the progress of the game are stored; an information ROM area in which programs and data related to the performance display of the gaming machine are stored; an unused area of 16 bytes or more in which access is prohibited and in which "0" is stored; a ROM comment area in which data such as the program title and version is stored; a vector table area in which the starting address of the timer interrupt processing described below is set; and a HW parameter area in which parameters such as the starting address and final address of the access prohibited area are set.
[0121] The game ROM area is arranged in the following order: a game program area in which programs related to the progress of the game are stored; a first unused area in which access is prohibited and in which "0" is stored; a game data area in which data related to the progress of the game is stored; and a second unused area in which access is prohibited and in which "0" is stored.
[0122] The information ROM area is arranged in the following order: an information program area in which programs related to the performance display of the gaming machine are stored; an unused area in which access is prohibited and "0" is stored; and an information data area in which data related to the performance display of the gaming machine is stored.
[0123] The memory area of the main RAM 110c is arranged in the order of a game RWM area used as a work area when executing a game program, and an information RWM area used as a work area when executing an information program.
[0124] The gaming RWM area is arranged in the following order: a gaming work area used by the gaming program as a work area; a first unused area in which access is prohibited and in which "0" is stored; a gaming stack area in which the gaming program temporarily saves data being processed; and a second unused area in which access is prohibited and in which "0" is stored.
[0125] The game work area is arranged in the following order: a setting value area for storing setting values; a judgment information area for storing judgment information (checksum described later) for determining abnormalities in the RWM area; and a game data area for storing game data that changes as the game progresses.
[0126] The information RWM area is arranged in the following order: an information work area used by information programs as work, an unused area where access is prohibited and "0" is stored, and an information stack area where information programs temporarily store data being processed.
[0127] In the information work area, a performance information area for storing information relating to the performance of the gaming machine 1 and an error information area for storing information relating to various error determinations are arranged in that order.
[0128] Below, we will explain the relationship between the game area (game ROM area, game RWM area) that performs processing based on the game program and the information area (information ROM area, information RWM area) that performs processing based on the information program.
[0129] When the main CPU 110a performs processing based on a game program, it basically refers to the game data area and refers to and updates the contents of the game RWM area while using the game RWM area as a work area. Also, when performing processing based on an information program, it basically refers to the information data area and refers to and updates the contents of the information RWM area while using the information RWM area as a work area.
[0130] However, in the process based on the game program, the contents of the information RWM area cannot be updated, but can be referenced. Also, in the process based on the information program, the contents of the game RWM area cannot be updated, but can be referenced.
[0131] When processing based on the information program is performed, the flag register is saved to the gaming RWM area during processing based on the gaming program, and then the information program is called to execute processing based on the information program, and the flag register is restored from the gaming RWM area immediately after processing based on the information program is completed and a return is made to the gaming program.
[0132] In addition, immediately after the start of the information program, the stack pointer of the game stack area is saved to the information RWM area, and then the stack pointer of the information stack area is set, all registers used in the game program are saved to the information RWM area, and immediately before the information program ends, all registers used in the game program are restored from the information RWM area and the stack pointer of the game stack area is restored.
[0133] In this way, data used by the game program can be protected when processing based on the information program, and no inconvenience occurs when returning from the information program to the game program.
[0134] The payout control board 120 is a slave control board that controls the payout of game balls based on the receipt of a payout command from the main control board 110, and also controls the launch of game balls. The payout control board 120 includes a payout control unit 121 that drives the game ball payout device 100 to control the payout of game balls, and a launch control unit 122 that drives the launch device 26 to control the launch of game balls.
[0135] The payout control unit 121 includes a payout CPU 121a that performs arithmetic processing, a payout ROM 121b that stores a payout program, etc., a payout RAM 121c that serves as a work area during arithmetic processing, an input port for payout control, an output port, etc. The payout CPU 121a receives an operating clock from a crystal oscillator (not shown) and reads out the payout control program stored in the payout ROM 121b, performs arithmetic processing related to the payout of game balls while utilizing the payout RAM 121c as a work area, controls the game ball payout device 100, and transmits predetermined commands based on the results of the arithmetic processing to the main control board 110, the performance control board 130, etc.
[0136] The input port of the payout control unit 121 is connected to an open detection switch 31a, a tray full detection switch 32a, a payout ball detection switch 100a provided in the game ball payout device 100, and a ball presence detection switch 101a provided in the game ball storage unit, and the output port of the payout control unit 121 is connected to a payout motor 100b provided in the game ball payout device 100.
[0137] When the payout control unit 121 receives a payout command from the main control board 110, it drives the payout motor 100b provided in the game ball payout device 100 to control the payout of a predetermined number of game balls, and when the payout ball detection switch 100a detects that the predetermined number of game balls have been paid out, it terminates the control of the payout of game balls.
[0138] The firing control unit 122 includes a control circuit, an input port, an output port, etc., which are not shown. The input port of the firing control unit 122 is connected to the touch sensor 15a and the firing volume 15b, and the output port of the firing control unit 122 is connected to the ball feeding solenoid 11b and the firing solenoid 28b, etc.
[0139] When the launch control unit 122 detects that the player's hand is touching the launch handle 15 based on a touch signal input from the touch sensor 15a, it allows current to flow to the ball feed solenoid 11b and the launch solenoid 28b, and when it detects a change in the rotation angle of the launch handle 15 based on a detection signal from the launch volume 15b, it drives the ball feed solenoid 11b and also drives the launch solenoid 28b so that the launch strength corresponds to the rotation angle of the launch handle 15, thereby launching the game ball.
[0140] The launch solenoid 28b is composed of a rotary solenoid, and the launch member 28 is directly connected to the rotary shaft, so that when the rotary shaft rotates, the launch member 28 rotates and launches the game ball A. The operation of the launch solenoid 28b is set to approximately 99.9 (times / minute) based on the frequency based on the output period of the crystal oscillator provided in the launch control unit 122, so the number of game balls launched per minute is approximately 99.9 (pieces / minute). In other words, a game ball is launched approximately every 0.6 seconds.
[0141] The performance control board 130 is a slave control board (slave control means) that controls performances related to games (performed in the gaming machine 1) based on the reception of performance commands from the main control board 110. The performance control board 130 is equipped with a performance control unit 130m that includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, and a sub-RAM 130c that serves as a work area during arithmetic processing, a display / audio control unit 140 that controls the first image display device 70 (main liquid crystal display), the second image display device 71 (sub-liquid crystal display), and the audio output device 9 (speaker), etc., a lamp / drive control unit 150 that controls the frame lighting device 10, the handle light emitting device 15c, the button drive device 17b, the board lighting device 76, the board drive device 75, etc., and input ports, output ports, etc. for performance control.
[0142] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out the game program stored in the sub-ROM 130b, and performs arithmetic processing related to the effects while utilizing the sub-RAM 130c as a work area, thereby controlling (outputting data and commands) various control units (display / audio control unit 140, lamp / drive control unit 150) to execute various effects in accordance with commands received from the main control board 110 and input signals from the effect button detection switch 17a and the cross key detection switch 19a.
[0143] The effect button detection switch 17a, the cross key detection switch 19a, and the button position detection sensor (not shown) are connected to the input port of the effect control board 130. When an effect button detection signal indicating that the effect button 17 has been operated is input from the effect button detection switch 17a, or when a cross key detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) indicating that the cross key 19 has been operated is input from the cross key detection switch 19a, the effect control board 130 performs processing to execute an effect according to the detection signal.
[0144] The display / audio control unit 140 receives commands from the performance control unit 130m and controls the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display a specified image, and controls the audio output device 9 to output a specified audio.
[0145] The display / audio control unit 140 includes an overall CPU 142 that performs calculation processing, an overall ROM 143 that stores an overall control program, an overall control unit 141 that has an overall RAM 144 that serves as a work area during calculation processing, an image control unit 145 consisting of a VDP (Video Display Processor) as an image processor, a CGROM 146 that stores image data, etc., a VRAM 147 that is provided inside the image control unit 145 and has a frame buffer, etc. that temporarily stores drawing data generated from image data, an audio control unit 148 as an audio processor, an audio ROM 149 that stores audio data, etc., and input / output ports, etc.
[0146] The general CPU 142 receives an operating clock from a crystal oscillator, reads out the display control program stored in the general ROM 143, and performs calculation processing related to the performance while utilizing the general RAM 144 as a work area, thereby controlling the image control unit 145 and the audio control unit 148 to execute various performances in accordance with the performance instruction commands received from the performance control unit 130m (outputting data and commands).
[0147] The general ROM 143 is composed of mask ROM etc., and stores a display control program for displaying images, a display list generation program for generating a display list consisting of a group of drawing control commands, animation patterns for displaying animations of performance patterns, animation scene information, etc.
[0148] This animation pattern is referenced when displaying the animation that constitutes the specific content of the image-based presentation, and the animation pattern is associated with animation scene information, the display order of each animation scene, etc. The animation scene information includes various information such as wait frames (display time), target data (sprite identification number, transfer source address, etc.), drawing parameters (sprite display position, display magnification, transmittance, etc.), drawing method, and duty ratios that serve as brightness parameters for the first image display device 70 (main LCD) and the second image display device 71 (sub LCD).
[0149] The image control unit 145 (VDP) is connected to a CGROM 146 in which various image data is stored, and generates drawing data that is the basis for video signals (RGB signals, etc.) based on commands (display lists, drawing commands, etc.) from the overall control unit 141 (overall CPU 142) and the image data stored in the CGROM 146. The image data is material data that represents individual images such as images (frames) to be displayed on the first image display device 70 (main LCD) and the second image display device 71 (sub LCD), for example, effect pattern images, background images that form the background of the effect patterns, character images, and dialogue images. On the other hand, the drawing data is composite data that represents the image of the entire frame that is composed of individual images combined (superimposed).
[0150] The CGROM 146 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed image data (sprites, movies) consisting of a collection of pixel information for a predetermined range of pixels (for example, 32 x 32 pixels). The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. The image control unit 145 (VDP) reads out this CGROM 146 in units of image data, and image processing is performed on this frame image data unit.
[0151] The CGROM 146 also stores uncompressed palette data, which associates color number information that specifies a color number with display color information for actually displaying the color. The CGROM 146 may be configured to compress only a portion of the image data, rather than compressing all of it. Various known compression methods, such as MPEG4, can be used to compress movies.
[0152] The VRAM 147 is configured with an SRAM that can write or read image data at high speed. The VRAM 143 has a display list storage area that temporarily stores a display list output from the overall control unit 141 (overall CPU 142), a frame buffer area corresponding to the first image display device 70 (main liquid crystal display) and the second image display device 71 (sub-liquid crystal display), and the like.
[0153] This frame buffer area is a storage area for drawing or displaying images, and further includes a first frame buffer area and a second frame buffer area, which alternate between being a "drawing frame buffer" and a "display frame buffer" each time drawing starts.
[0154] Therefore, based on instructions (display list) from the overall control unit 141 (overall CPU 142), the image control unit 145 (VDP) draws the drawing data stored in the CGROM 146 in the "drawing frame buffer" in the frame buffer area of the VRAM 147, reads the drawing data from the "display frame buffer" in the frame buffer area, generates video signals (RGB signals, etc.) based on the read drawing data, and outputs them to the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display various images.
[0155] The image control unit 145 (VDP) receives an operating clock from a crystal oscillator, and divides the operating clock to generate synchronization signals (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal), which are output to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal). In this embodiment, the frame rate of the image control unit 145 (VDP) is 30 fps (1 / 30 second = approximately 33 ms) so that drawing (image display) is performed 30 times per second, but it may also be 60 fps (1 / 60 second = approximately 16.6 ms) so that drawing (image display) is performed 60 times per second.
[0156] Furthermore, a general-purpose board 72 that converts image data into a predetermined image format and outputs it is connected between the image control unit 145 and the first image display device 70 (main liquid crystal) and second image display device 71 (sub-liquid crystal). The general-purpose board 72 has a bridge function that converts image data into an image format that corresponds to the performance of the first image display device 70 (main liquid crystal) and second image display device 71 (sub-liquid crystal) that display the image data, and absorbs differences in resolution, for example, when a 19-inch SXGA (1280 dots x 1080 dots) liquid crystal display device is connected and when a 17-inch XGA (1024 dots x 768 dots) liquid crystal display device is connected.
[0157] The audio control unit 148 is connected to the audio output device 9, and controls the output of audio data, music data (BGM, SE), etc. from the audio output device 9 in accordance with the display of the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) based on various performance data (including commands) sent from the performance control unit 130m.
[0158] The lamp / drive control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp drive control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.
[0159] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the lamp drive control program stored in the lamp ROM 150b, and performs calculations related to the performance while using the lamp RAM 150c as a work area, thereby controlling (outputting data and commands) controlled devices such as various lighting devices and various drive devices to perform specified performances in accordance with performance instruction commands received from the performance control unit 130m.
[0160] The input / output ports of the lamp / drive control unit are connected to the frame lighting device 10, handle light emitting device 15c, button driving device 17b, board lighting device 76, and sub-information display device 80, and based on various performance data (including commands) sent from the performance control unit 130m (sub-CPU 130a), it controls the lighting of various LEDs in the frame lighting device 10, handle light emitting device 15c, board lighting device 76, and sub-information display device 80, and controls the driving of drive sources such as motors and solenoids in the button driving device 17b and board driving device 75.
[0161] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components). The power supply board 160 is equipped with a power interruption detection circuit 162 that detects whether a power interruption (power outage) has occurred and outputs a power interruption detection signal to the main control board 110 based on the occurrence of a power interruption (power outage), and a backup power supply circuit 163 that supplies backup power to the main control board 110 in the event of a power interruption (power outage).
[0162] The power supply board 160 also has a power switch operable by a store employee to switch between an ON state, which supplies main power to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components), and an OFF state, which stops the supply of power; when the power switch is turned ON, the supply of main power begins, and operation of the gaming machine 1 begins. Note that even when the power switch is in the OFF state, the supply of backup power to the main control board 110 is maintained.
[0163] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage drops below a predetermined value, outputs a power interruption detection signal to the main control board 110. More specifically, when the power interruption detection signal goes high, the main CPU 110a enters an operable state, and when the power interruption detection signal goes low, the main CPU 110a enters a stopped state.
[0164] The backup power supply circuit 163 is equipped with a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 110c of the main control board 110. This allows the stored contents of the main RAM 110c and the payout RAM 121c to be maintained even during a power outage, and after recovery from the power outage (power outage), the game control state can be restored to the state before the power outage (power outage). Note that a backup power supply may be supplied to the payout control board 120 and the performance control board 130.
[0165] (Explanation of game status) Next, the game states when the game progresses will be explained. In this embodiment, there are a "low probability game state" and a "high probability game state" as states related to the jackpot lottery of the special symbol, and there are a "non-time-saving game state" and a "time-saving game state" as states related to the movable member 48 of the second starting hole 47.
[0166] In this embodiment, the following three game states are provided. (1) A low-probability non-time-saving game state that is a "low-probability game state" and a "non-time-saving game state" (2) A low-probability time-saving game state that is both a "low-probability game state" and a "time-saving game state" (3) A high probability time-saving game state that is both a "high probability game state" and a "time-saving game state"
[0167] The gaming state when a game is started, that is, the initial gaming state of the gaming machine 1, is set to a "low-probability non-time-saving gaming state," and this gaming state will be referred to as a "normal gaming state" in this embodiment. In this embodiment, the "low-probability time-saving gaming state" and the "high-probability time-saving gaming state" are gaming states that are more advantageous to the player than the normal gaming state, and therefore may be referred to as a "specific gaming state."
[0168] In this embodiment, the "low probability gaming state" refers to a gaming state in which, for example, when the set value (of the jackpot probability in the jackpot lottery), which is the stage of the advantageous degree of the game, is "1," the probability of winning a jackpot is set low at approximately 1 / 300 in the jackpot lottery for a special symbol, which is held on the condition that a gaming ball enters the first starting hole 45 or the second starting hole 47. In contrast, the "high probability gaming state" refers to a gaming state in which the probability of winning a jackpot is improved compared to the low probability gaming state, and when the set value is "1," the probability of winning a jackpot is set high at approximately 1 / 60.
[0169] Specifically, there are four setting values, from "1" to "4." When the setting value is "1," the probability of winning a jackpot in a low-probability game state is approximately 1 / 300, and the probability of winning a jackpot in a high-probability game state is approximately 1 / 60. When the setting value is "2," the probability of winning a jackpot in a low-probability game state is approximately 1 / 295, and the probability of winning a jackpot in a high-probability game state is approximately 1 / 59. When the setting value is "3," the probability of winning a jackpot in a low-probability game state is approximately 1 / 290, and the probability of winning a jackpot in a high-probability game state is approximately 1 / 58. When the setting value is "4," the probability of winning a jackpot in a low-probability game state is approximately 1 / 285, and the probability of winning a jackpot in a high-probability game state is approximately 1 / 57.
[0170] Therefore, it is easier to win a jackpot in a "high probability gaming state" than in a "low probability gaming state." Also, the change from the low probability gaming state to the high probability gaming state occurs after the jackpot game described below has ended. Therefore, in this embodiment, the jackpot that triggers the transition to the high probability gaming state is called a "variable jackpot." Also, the jackpot that triggers the transition to the low probability gaming state is called a "normal jackpot."
[0171] In this embodiment, the "non-time-saving game state" refers to a game state in which, in a winning lottery for a normal symbol, which is held on the condition that a gaming ball has passed through the normal symbol gate 44, the average fluctuation time of the normal symbol corresponding to the lottery result is set longer than in the "time-saving game state," and the opening time of the second start gate 47 when a winning lottery is won is likely to be set shorter. For example, when a gaming ball passes through the normal symbol gate 44, a winning lottery for a normal symbol is held, and the normal symbol is displayed in a variable manner on the normal symbol display 62, but the normal symbol is displayed in a stopped state, for example, 30 seconds after the variable display begins. Then, if the lottery result is a winning lottery, the second start gate 47 is controlled to be in an open state for, for example, 0.2 seconds after the normal symbol is displayed in a stopped state.
[0172] In contrast, the "time-saving game state" refers to a game state in which, in a winning lottery for a normal symbol, which is held on the condition that a gaming ball has passed through the normal symbol gate 44, the average fluctuation time of the normal symbol corresponding to the lottery result is set shorter than in the "non-time-saving game state," and the opening time of the second start gate 47 upon winning is set longer than in the "non-time-saving game state," for example, 2.5 seconds. Furthermore, in the "non-time-saving game state," the probability of winning in the winning lottery for a normal symbol is set low, for example, 1 / 128, while in the "time-saving game state," the probability of winning in the normal symbol lottery is set high, for example, 127 / 128. Therefore, in the "time-saving game state," when a gaming ball passes through the normal symbol gate 44, the second start gate 47 is more likely to be controlled to an open state than in the "non-time-saving game state." This allows a player to play advantageously in the "time-saving game state" without consuming gaming balls.
[0173] In the embodiment, the "time-shortened game state" is set to be more advantageous than the "non-time-shortened game state" in terms of the normal symbol variation time, the opening time of the second start port 47, and the winning probability of the normal symbol lottery. However, the "time-shortened game state" may be set to be more advantageous in terms of only one of the normal symbol variation time, the opening time of the second start port 47, and the winning probability of the normal symbol lottery. In addition, in the non-time-shortened game state, the probability of winning in the normal symbol winning lottery may be set to, for example, 0 / 128.
[0174] In this embodiment, the probability of winning a jackpot in a high probability game state is five times (regardless of the set value) the probability of winning a jackpot in a low probability game state, but the probability of determining a jackpot is not limited to five times, and may be set to any value such as three times or eight times as long as it is less than ten times.
[0175] In addition, in this embodiment, the small prize, which is less advantageous to the advantageous person than the big prize, is not won in the big prize lottery, but for example, it may be possible to win the small prize with a probability of about 1 / 100. In this case, it is preferable to make the probability of the small prize the same regardless of whether the set value is "1" to "4".
[0176] Also, the larger the set value, the more advantageous it is for the player (the higher the probability of winning the jackpot), but conversely, the smaller the set value, the more advantageous it is for the player (the higher the probability of winning the jackpot).
[0177] In addition, the probability of determining a jackpot in a low-probability game state and / or a high-probability game state may be the same for all setting values (1 to 4), or, for example, the probability of determining a jackpot in a low-probability game state and / or a high-probability game state may be the same for two or three setting values (1 and 2, 1 to 3, etc.).
[0178] Furthermore, the set values in this embodiment are four levels, 1 to 4, but are not limited to four levels, and may be more or less than four levels.
[0179] (Type of jackpot game) Next, the types of big win games will be explained.
[0180] In this embodiment, the types of jackpot games that can be won in the jackpot lottery based on the entry of a gaming ball into the first starting port 45 include a "first jackpot game," a "second jackpot game," and a "third jackpot game," and the types of jackpot games that can be won in the jackpot lottery based on the entry of a gaming ball into the second starting port 47 include a "first jackpot game" and a "second jackpot game."
[0181] In the "first jackpot game," a round game in which the large prize opening 50 is opened for a maximum of 29.5 seconds and then closed for 2 seconds is executed up to 10 times. Note that in the round game, if a specified number of game balls (for example, 10 balls) enter the large prize opening 50 even before the opening time has elapsed, one round game ends.
[0182] After the first jackpot game ends, the game is set to a high-probability time-saving game state until the special symbols (first special symbol, second special symbol) are displayed 10,000 times. Therefore, based on the probability of winning a jackpot in the high-probability game state, the next jackpot is essentially confirmed.
[0183] The "second jackpot game" refers to playing the round game up to 10 times. After the second jackpot game ends, the game will be set to a low-probability time-saving game state until the special symbols (first special symbol, second special symbol) are displayed 100 times.
[0184] The "third jackpot" refers to playing a round of games up to four times. After the third jackpot, the game enters a high-probability time-saving game mode until the special symbols (first special symbol, second special symbol) are displayed 10,000 times. Therefore, based on the probability of winning a jackpot in the high-probability game mode, the next jackpot is virtually guaranteed.
[0185] In addition, the number of times (in this embodiment, the above-mentioned 100 times or 10,000 times) that the specific game state (high probability time-saving game state, low probability time-saving game state) that is set after a jackpot game is displayed may be referred to as the "high probability number of times" or the "time-saving number of times."
[0186] In this embodiment, the number of types of jackpot games is three, but it is not limited to three and may be more or less than three. Also, the opening time of the opening / closing member 51 is set to 29.5 seconds for any jackpot game (first jackpot game to third jackpot game), but the opening time does not have to be 29.5 seconds, and may be different depending on the round game.
[0187] (Type of winning game) Next, the types of wins will be explained.
[0188] In this embodiment, the types of winning games that can be won in the winning lottery based on the passage of the game ball through the normal gate 44 include a "first winning game" and a "second winning game." If the game is in a non-time-saving game state when the winning lottery is executed, it will be a "first winning game," and if the game is in a time-saving game state when the winning lottery is executed, it will be a "second winning game."
[0189] The "first winning game" is a winning game in which the second starting hole 47 is opened for a maximum of 0.2 seconds. In other words, it is a winning game in which the movable member 48 is opened once.
[0190] The "second winning game" is a winning game in which the second starting hole 47 is opened for 2.6 seconds, then closed for 1.5 seconds, and then opened again for 2.6 seconds. In other words, it is a winning game in which the movable member 48 is opened twice.
[0191] In the first winning game and the second winning game, if a specified number (for example, 10 balls) of game balls enter the big winning slot 50 even before the opening time has elapsed, the winning game ends.
[0192] In this way, in the "time-saving game state," it is easier for the game ball to enter the second starting hole 47, and the player can play more advantageously without consuming game balls than in the "non-time-saving game state."
[0193] Next, the progress of the game on the gaming machine 1 will be described using a flowchart.
[0194] (Main processing of the main control board) The main processing of the main control board 110 will be described with reference to Fig. 3. Fig. 3 is a flowchart showing the main processing of the main control board 110. This main processing is performed when a system reset, which occurs when a power supply voltage is supplied from the power supply board 160, is input to the main CPU 110a.
[0195] First, the main CPU 110a prohibits all interrupts in step S1, performs CPU initialization such as setting built-in registers in step S2, and performs startup waiting processing for other boards in step S3. Specifically, it waits for one second for the payout control board 120 and the performance control board 130 to start up so that no commands from the main control board 110 are missed.
[0196] In step S4, the main CPU 110a permits access to the RWM area of the main RAM 110c, and in step S5, transmits a launch permission designation command to the payout control board 120. As a result, the payout control unit 121 performs processing to permit the launching device 26 to launch game balls.
[0197] In step S6, the main CPU 110a determines whether a backup flag indicating power restoration has been saved in the gaming RWM area of the main RAM 110c. If the backup flag has been saved, it is determined that power restoration has occurred and the process proceeds to step S7. If the backup flag has not been saved, it is determined that power has been turned on for the first time and the process proceeds to step S8.
[0198] In step S7, the main CPU 110a calculates a checksum (abnormality determination data) of the gaming RWM area (excluding the setting value area) of the main RAM 110c.
[0199] In step S8, the main CPU 110a determines whether a setting change operation has been performed. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has been performed, the process proceeds to step S9 to transition to setting change mode, and if a setting change operation has not been performed, the process proceeds to step S10.
[0200] The main CPU 110a performs a setting change process in step S9. Specifically, the main CPU 110a displays a status confirmation display on the status confirmation display 68 indicating that the setting is being changed or confirmed, and also displays the current setting value saved in the setting value area of the gaming RWM area on one 7-segment LED of the information display 113, and transmits a setting change designation command to the performance control board 130.
[0201] Furthermore, each time the RWM clear switch 111a is operated, the setting value is changed (updated) within the range of "1" to "4", and the updated setting value is displayed on the 7-segment LED. When a setting confirmation operation is performed in which the setting key switch 112a changes from the ON state to the OFF state, the setting value is confirmed and the changed (updated) setting value is saved in the setting value area, the display of the setting value on the information display 113 is terminated, the status confirmation display on the status confirmation display 68 is terminated, and processing is performed to end the setting change mode.
[0202] Upon receiving the setting change command, the performance control board 130 performs processing to notify the user that the setting value is being changed. Specifically, the image display devices 70 and 71 may display a setting change screen indicating that the setting value is being changed, or the frame lighting devices 10 and the board lighting devices 76 may be all lit in a predetermined light color (e.g., white) throughout the setting change. The audio output device 9 may output a setting change notification sound ("setting change in progress") indicating that the setting is being changed.
[0203] In step S10, the main CPU 110a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the gaming RWM area matches the checksum calculated in step S7. If the checksum is normal (there is no abnormality in the data in the gaming RWM area), the process proceeds to step S11, and if the checksum is not normal (there is an abnormality in the data in the gaming RWM area), it is determined that the control state before the power was turned off cannot be restored normally, and the process proceeds to step S12.
[0204] If the backup flag is not saved, that is, if the power is turned on for the first time, the checksum is determined to be abnormal.
[0205] In step S11, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (here, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process proceeds to step S13, and if it is determined that the set value in the set value area is not within the appropriate range, the process proceeds to step S12.
[0206] The main CPU 110a performs an irrecoverable error process in step S12. Specifically, the main CPU 110a displays error information "E" indicating an irrecoverable error on the information display 113, sends an irrecoverable error designation command indicating that an irrecoverable error has occurred to the performance control board 130, sets interrupt prohibition to prohibit timer interrupts, clears the output port, and then outputs an irrecoverable error signal (security signal) indicating the occurrence of an irrecoverable error from the security signal terminal of the game information output terminal board 90, and waits until the power supply is completely cut off. As a result, the performance control board 130 performs a process to execute an irrecoverable error notification.
[0207] An "irrecoverable error" is an error state in which game control is no longer performed (the game control is not transferred), and the error cannot be released unless a setting change process is executed. Therefore, when an irrecoverable error occurs, the error cannot be released even if the power switch provided on the power supply board 160 is turned OFF and then turned ON without any setting change operation, and the power switch must be turned ON with a setting change operation. Note that during an irrecoverable error, the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all.
[0208] In addition, the "unrecoverable error" is not cleared unless a setting change process is performed, but it may also be cleared when an RWM clear is performed without a setting change process.
[0209] The "irrecoverable error notification" is a notification to make the user aware that an irrecoverable error has occurred, and may involve displaying an irrecoverable error screen ("irrecoverable error. Please change the settings") on the image display devices 70 and 71, lighting up all of the frame lighting devices 10 and board lighting devices 76 in a predetermined light color (for example, red) until the power is turned off, or outputting an irrecoverable error sound ("irrecoverable error" + buzzer sound) from the audio output device 9 indicating that an irrecoverable error has occurred until the power is turned off. The audio output device 9, frame lighting device 10, image display devices 70 and 71, and board lighting device 76 may be collectively referred to as the "performance devices."
[0210] In step S13, the main CPU 110a determines whether or not an RWM clear operation has been performed. Specifically, it determines whether or not the RWM clear switch 111a is in the ON state. If an RWM clear operation has been performed, the process proceeds to step S14, assuming that RWM clearing is to be performed. If an RWM clear operation has not been performed, the process proceeds to step S16.
[0211] In step S14, the main CPU 110a performs an RWM clear process. Specifically, the main CPU 110a performs a process for initializing the control state of the game (initializing the area other than the set value area of the game RWM area).
[0212] In step S15, the main CPU 110a transmits a power-on command indicating that the game control state has been initialized and the current game state (here, a low-probability non-time-limited game state as a normal game state) to the payout control board 120 and the performance control board 130, and proceeds to step S21. As a result, the performance control board 130 performs processing to execute a power-on notification.
[0213] The "power-on notification" is a notification to make the player aware that the game control state has been initialized, and involves displaying the initial screen (background image and initial performance pattern "135") when the power is turned on on the image display devices 70 and 71, lighting up all of the frame lighting devices 10 and board lighting devices 76 in a predetermined light color (e.g., red) for a predetermined period of time (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g., 30 seconds) indicating that the RWM area has been initialized. In addition, in the power-on notification, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the RWM has been cleared may be displayed on the image display devices 70 and 71.
[0214] In step S16, the main CPU 110a determines whether a setting confirmation operation has been performed. Specifically, it determines whether the setting key switch 112a is in the ON state. If a setting confirmation operation has been performed, the process proceeds to step S17 to transition to setting confirmation mode, and if no setting confirmation operation has been performed, the process proceeds to step S18 to return the game control state to the state before the power was turned off.
[0215] The main CPU 110a performs setting confirmation processing in step S17. Specifically, the main CPU 110a displays a status confirmation display on the status confirmation display 68 indicating that the setting is being changed or confirmed, and also displays the current setting value saved in the setting value area of the gaming RWM area on one 7-segment LED of the information display 113, and transmits a setting confirmation designation command to the performance control board 130.
[0216] Furthermore, when a confirmation termination operation is performed in which the setting key switch 112a is changed from the ON state to the OFF state, the display of the setting value on the information display 113 is terminated, and the status confirmation display on the status confirmation display 68 is terminated, and processing is performed to terminate the setting confirmation mode.
[0217] Upon receiving the setting confirmation command, the performance control board 130 performs processing to issue a setting confirmation notification to notify the user that the setting is being confirmed. Specifically, the image display devices 70 and 71 may display a setting confirmation screen indicating that the setting is being confirmed, or the frame lighting devices 10 and the board lighting devices 76 may be all lit in a predetermined light color (e.g., white) while the setting is being confirmed. The audio output device 9 may output a setting confirmation notification sound ("Confirming the setting value") indicating that the setting is being confirmed.
[0218] In step S18, the main CPU 110a clears (to 0) the backup flag and checksum saved in the gaming RWM area and sets the gaming RWM area when power is restored. This causes the game progress state (control state) to return (restore) to the state before the power was cut off, making it possible to resume the game from the state before the power was cut off.
[0219] In step S19, the main CPU 110a transmits a power restoration command indicating that the game control state has been restored and the game state before the power outage to the performance control board 130. As a result, the performance control board 130 performs processing to terminate the setting confirmation notification, etc., which will be described later, and execute the power restoration notification.
[0220] The "power restoration notification" is a notification to make the player aware that the game control state has returned to the state it was in before the power was cut off, and involves displaying the initial screen (background image and initial performance pattern "135") when power is restored on the image display devices 70, 71, lighting up all of the frame lighting devices 10 and board lighting devices 76 in a predetermined light color (e.g., blue) for a predetermined period of time (e.g., 60 seconds), and outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g., 30 seconds) indicating that power has been restored (from a power outage). In addition, in notifying the restoration of power, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the power has been restored may be displayed on the image display devices 70 and 71.
[0221] In step S20, the main CPU 110a transmits other commands (a special symbol storage designation command indicating the first special symbol reservation number (U1) and the second special symbol reservation number (U2), a normal symbol storage designation command indicating the normal symbol reservation number (G), etc.) to the performance control board 130. This makes it possible for the performance control board 130 to grasp the special symbol reservation number and the normal symbol reservation number, and also performs processing to display the first reservation icon and the second reservation icon on the first image display device 70.
[0222] In step S21, the main CPU 110a transmits a setting value designation command to the performance control board 130. This allows the performance control board 130 to grasp the current setting value. Note that this setting value designation command may be transmitted to the performance control board 130 before the power-on designation command or power-restoration designation command is transmitted. Also, the setting value designation command may be transmitted each time the variable display of the special symbol starts, or each time a jackpot game starts.
[0223] In step S22, the main CPU 110a activates a CTC (Counter Timer Circuit) for generating a timer interrupt (4 milliseconds), and in step S23, permits all interrupts.
[0224] In step S24, the main CPU 110a performs a process of updating the random number value for reach determination and the random number value for special pattern determination, which are used to determine the fluctuation pattern (fluctuation time) of the special pattern, and in step S25, performs an initial value random number value update process to update the initial value random number value for jackpot determination, the initial value random number value for special pattern determination, the initial value random number value for hit determination, and the initial value random number value for normal pattern determination.
[0225] Next, the main CPU 110a determines whether or not a power interruption (power failure) has occurred in step S26. Specifically, it determines whether or not a power interruption detection signal has been input from the power interruption detection circuit of the power supply board 160. If the power interruption detection signal has not been input, the process proceeds to step S24, and if the power interruption detection signal has been input, the process proceeds to step S27.
[0226] In step S27, the main CPU 110a sets an interrupt prohibition to prohibit timer interrupts, in step S28, performs processing to clear the output port, in step S29, performs processing to calculate a checksum (abnormality determination data) of the gaming RWM area (excluding the setting value area) of the main RAM 110c and save it in the gaming RWM area, in step S30, performs processing to save a backup flag in the gaming RWM area of the main RAM 110c, and in step S31, performs processing to prohibit RAM access and waits until the supply of power supply voltage is completely cut off.
[0227] In this way, since multiple conditions (operations) are set for setting change operations, it is not easy to change settings, which makes it possible to curb fraudulent behavior and improve the security of gaming machines.
[0228] In addition, by setting the number of conditions (operations) set for the setting change operation to be greater than the number of conditions (operations) set for the RWM clear operation or the setting check operation, it is possible to increase security for setting changes, which are the event most susceptible to fraudulent activity, and to effectively prevent fraudulent activity.
[0229] Furthermore, if the checksum is abnormal, an unrecoverable error process is executed to stop the game from progressing, which prevents the gaming machine from performing unexpected operations that cause inconvenience to gaming parlors and players, thereby improving the reliability of the gaming machine.
[0230] Furthermore, if the value in the setting value area is not within the appropriate range, that is, if the previous power outage may have occurred while the settings were being changed, an unrecoverable error process is executed to stop the game from progressing even if the checksum is normal. This prevents the game from progressing with a setting value that the gaming facility did not intend, thereby improving the reliability of the gaming machine.
[0231] Furthermore, while the settings are being changed (in setting change mode) or confirmed (in setting confirmation mode), it is possible to know that the settings are being changed on the front (front side) of the gaming machine 1 by checking the status confirmation indicator 68, the image display devices 70 and 71, the frame lighting device 10, and the board lighting device 76, and it is possible to know that the settings are being changed on the back (rear side) by checking the information indicator 113. In other words, it is possible to know whether the settings are being changed from either the front (front side) or the rear (rear side) of the gaming machine 1.
[0232] The conditions for the setting change operation, RWM clear operation, and setting confirmation operation may include the condition that the open detection switch 31a is in the ON state. By doing so, the number of conditions increases, which makes it possible to suppress fraudulent acts and further improve the security of the gaming machine.
[0233] Furthermore, if it is determined that there is no backup flag (this is the first time the power has been turned on) and that no setting change operation has been performed, then if the checksum is determined to be abnormal in step S10, an unrecoverable error process is executed, but at the point in time when it is determined that there is no backup flag, the game program may initialize (clear to 0) the game RWM area, save the initial value "1" in the setting value area, and move processing to step S13.
[0234] Furthermore, if it is determined that a backup flag exists (power has been restored) and it is also determined that no setting change operation has been performed, if the checksum is determined to be abnormal in the subsequent step S10, an unrecoverable error process is executed, but at the point when the checksum is determined to be abnormal, the gaming program may initialize (clear to 0) the gaming RWM area, save the initial value "1" in the setting value area, and move processing to step S13.
[0235] In addition, the power-on command and power restoration command are transmitted including information indicating the current game status, but after transmitting the power-on command or power restoration command, a game status designation command indicating the current game status may also be transmitted.
[0236] Furthermore, when the power is turned off or turned on, the game program calculates the checksum of the game RWM area (excluding the setting value area) in the main RAM 110c, but the information program may calculate the checksum instead. In this case, the calculated checksum should be saved in the information RWM area.
[0237] In addition, when a power outage occurs or when the power is turned on, a checksum for the gaming RWM area (excluding the setting value area) is calculated, but it is also possible to calculate checksums for the entire RWM area, or to calculate the checksum for the gaming RWM area and the checksum for the information RWM area separately, and if either checksum is abnormal, transition to unrecoverable error processing.
[0238] Although a setting change command is sent when the setting change process starts and a power-on command is sent after the setting change process is completed, a setting change start command may be sent instead of the setting change command, and a setting change end command may be sent instead of the power-on command. In this case, the setting change end command may be sent at the end of the setting change process or after the setting change process is completed.
[0239] Furthermore, when a setting change is made, the RWM clear process is performed after the setting change is made, but the RWM clear process may be performed before the setting change is made.
[0240] (Timer interrupt processing on the main control board) The timer interrupt process of the main control board 110 will be described with reference to Fig. 4. Fig. 4 is a flowchart showing the timer interrupt process executed by the main control board 110 at predetermined intervals (4 milliseconds).
[0241] First, in step S100, the main CPU 110a saves information stored in the registers in a stack area, and in step S110, performs time control processing to update various timer counters such as a special symbol time counter update process, a special game timer counter update process for the opening time of a special electric device, etc., a normal symbol time counter update process, and an update process for the opening and closing time of the movable member 48. Specifically, the main CPU 110a performs processing to subtract 1 from counters such as the special symbol time counter, special game timer counter, normal symbol time counter, start port opening timer counter, and start port closing timer counter.
[0242] In step S120, the main CPU 110a performs a specific random number update process to update the random number values for determining a jackpot, the random number values for determining a special symbol, the random number values for determining a special symbol variation pattern, the random number values for determining a jackpot, the random number values for determining a normal symbol, and the random number values for determining a normal symbol variation pattern. Specifically, each random number value and the random number counter are updated by adding +1. If the added random number counter value exceeds the maximum value of the random number range (if the random number counter has completed one cycle), the random number counter is reset to 0, and if the random number counter has returned to the initial value of the cycle, the corresponding initial value random number value is set as a new cycle initial value and the random number value is newly updated.
[0243] In step S130, the main CPU 110a performs an initial value random number value update process to update the initial value random number value for determining a jackpot, the initial value random number value for determining a special symbol, the initial value random number value for determining a hit, and the initial value random number value for determining a normal symbol, similar to step S30.
[0244] In step S200, the main CPU 110a determines whether or not there has been an input to various switches such as the general winning hole detection switch 43a, the special winning hole detection switch 50a, the first starting hole detection switch 45a, the second starting hole detection switch 47a, the gate detection switch 44a, and the out ball detection switch 52a, and performs input control processing to set predetermined data if there has been an input. This will be described in detail later with reference to FIG. 5.
[0245] In step S300, the main CPU 110a performs special symbol special power control processing for determining whether a special symbol has been stored (such as determining whether a big win has occurred), controlling the display of the special symbol, controlling the opening and closing of the big prize opening 50 (opening and closing member 51), controlling the game state, etc. Details will be described later with reference to FIG.
[0246] In step S400, the main CPU 110a performs normal symbol / normal power control processing for performing normal symbol memory determination (winning determination, etc.), normal symbol display control, opening / closing control of the second starting port 47 (movable member 48), and the like.
[0247] In addition, the types of winning and losing normal symbols determined as a result of the normal symbol determination information performed in the normal symbol normal power control process are the same and do not change depending on the setting value. By doing this, the game does not become too complicated, and players can play with peace of mind.
[0248] In addition, the selection ratio of various winning normal symbols and the selection ratio of various losing normal symbols, which are determined as a result of the normal symbol determination information performed in the normal symbol normal power control process, are constant and do not change depending on the setting value. By doing this, the player's advantage will not change drastically depending on the setting value, allowing the player to play with peace of mind.
[0249] Next, in step S500, the main CPU 110a performs payout control processing to send a payout status confirmation command to the payout control board 120 to confirm the payout status of the payout control board 120, and to send a payout number specification command corresponding to each winning port to the payout control board 120 by referring to the prize ball counters (3 prize ball counter, 10 prize ball counter, 15 prize ball counter) described later. As a result, the payout control board 120 executes control to pay out prize balls from the game ball payout device 100.
[0250] In step S600, the main CPU 110a determines the occurrence of a magnetic anomaly or a radio wave anomaly based on input signals from the magnetic detection sensor 53a and the radio wave detection sensor 54a, and performs magnetic / radio wave anomaly determination processing for transmitting a magnetic anomaly error designation command or a radio wave anomaly error designation command to the performance control board 130. When the performance control board 130 receives the magnetic anomaly error designation command or the radio wave anomaly error designation command, it performs control for issuing a magnetic anomaly error alert or a radio wave anomaly error alert.
[0251] In step S700, the main CPU 110a performs a data creation process to create data such as external information data (game information) to be output from the game information output terminal board 90, start port opening / closing data to be output to the second start port opening / closing solenoid 48b, large prize port opening / closing data to be output to the large prize port opening / closing solenoid 51b, special pattern display data to be output to the first special pattern display device 60 and the second special pattern display device 61, normal pattern display data to be output to the normal pattern display device 62, special pattern reserve display data to be output to the first special pattern reserve display device 63 and the second special pattern reserve display device 64, and normal pattern reserve display data to be output to the normal pattern reserve display device 65.
[0252] In step S750, the main CPU 110a performs output control processing such as port output processing to output signals such as the external information data, start gate opening / closing data, and large prize gate opening / closing data created in step S700 above, display output processing to output signals such as special pattern display data, normal pattern display data, special pattern reserved display data, normal pattern reserved display data, payout command transmission processing to send commands set in the payout transmission data storage area of the main RAM 110c to the payout control board 120, and performance command transmission processing to send commands set in the performance transmission data storage area of the main RAM 110c to the performance control board 130.
[0253] In step S800, the main CPU 110a performs processing when an information program is called. Specifically, after prohibiting interrupts, the flag register is saved to the gaming RWM area, and processing is performed to call the target information program by the CALL command.
[0254] The main CPU 110a performs game ball counting processing (information program) in step S810. Specifically, the main CPU 110a performs processing to count the number of payouts during normal play, which is the number of prize balls paid out based on the entry of game balls into various winning ports (general winning port, large winning port start port) during normal play, the number of outs during normal play, which is the number of game balls detected by the out ball detection switch 52a during normal play, and the total number of outs, which is the number of game balls detected by the out ball detection switch 52a regardless of the play state.
[0255] Furthermore, the total number of outs, the number of payouts during normal play, and the number of outs during normal play are game information that are not affected even if the setting value is changed (are unrelated to the setting value), so by counting these, it is possible to calculate performance information (the normal base value described below) that eliminates the influence of the setting value, which can be used to understand the performance of the gaming machine 1.
[0256] In step S830, the main CPU 110a performs a performance information calculation process (information program). Specifically, the main CPU 110a calculates the normal base value ((normal payout number ÷ normal out number) × 100) in the current game section divided by the total out number, and performs a process of saving the normal base value rounded to one decimal place in the first area of the base memory area set in the information RWM area.
[0257] The play area is updated every time the total number of outs reaches 60,000, and the base memory area is provided with a first area in which the normal base value for the current play area is stored, a second area for storing the normal base value for the play area one play area back, a third area for storing the normal base value for the play area two play areas back, and a fourth area for storing the normal base value for the play area three play areas back, and the base values for four play areas including the current one are saved in each area.
[0258] In step S850, the main CPU 110a performs a performance display data setting process (information program). Specifically, the main CPU 110a performs a process of setting performance display data for displaying on the information display 113 the normal base values (performance information) for the four game sections calculated in the performance information calculation process and saved in the base storage area, while switching them every five seconds.
[0259] In step S870, the main CPU 110a performs a test data creation process (information program). Specifically, the main CPU 110a performs a process of creating test data (test information) to be output to a test facility used when testing the gaming machine 1.
[0260] In step S880, the main CPU 110a performs output control processing (information program). Specifically, the main CPU 110a performs display output processing for outputting signals such as the performance display data (performance information) set in step S850 to various display devices, and processing for outputting signals such as the test data created in step S870.
[0261] In step S890, the main CPU 110a performs a game program return process. Specifically, the main CPU 110a returns the flag register from the game RWM area, permits interrupts, and performs a process for returning to the game program.
[0262] In step S900, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a, and ends this timer interrupt process.
[0263] In this way, since timer interrupts are not executed during the setting change process, RWM clear process, and setting confirmation process, the number of payouts and the number of outs are not counted, the performance information of the gaming machine is not calculated, and the performance information of the gaming machine is not displayed, which makes it possible to reduce the control burden on the main control board 110.
[0264] Although the performance information calculation process is performed in the timer interrupt process of the main control board 110, it may be performed in the main process of the main control board 110. The game ball counting process may also be performed in the main process of the main control board 110. Specifically, it may be performed between step S25 and step S26.
[0265] (Input control processing on the main control board) The input control process of the main control board 110 will be described with reference to Fig. 5. Fig. 5 is a flowchart showing the input control process in the main control board 110.
[0266] In step S210, the main CPU 110a performs general prize opening detection switch input processing. In this general prize opening detection switch input processing, it is determined whether a detection signal has been input from the general prize opening detection switch 43a, that is, whether a gaming ball has entered the general prize opening 43. If no detection signal has been input from the general prize opening detection switch 43a, the process proceeds to step S220.
[0267] When a detection signal is input from the general prize opening detection switch 43a, the prize ball counter for the general prize opening used for prize balls (10 prize ball counter) is updated by adding data indicating 10 prize balls, and the prize ball counter (D) indicating the number of game balls that have entered the prize opening is updated by adding "1" (D←D+1), and then the general prize opening detection switch input processing is terminated.
[0268] In step S220, the main CPU 110a performs special prize opening detection switch input processing. In this special prize opening detection switch input processing, it is determined whether a detection signal has been input from the special prize opening detection switch 50a, that is, whether a gaming ball has entered the special prize opening 50. If no detection signal has been input from the special prize opening detection switch 50a, the process proceeds to step S230.
[0269] When a detection signal from the large prize opening detection switch 50a is input, the large prize opening prize ball counter (15 prize ball counter) used for prize balls is updated by adding data indicating 15 prize balls, the prize ball counter (D) indicating the number of game balls that have entered the prize opening is updated by adding "1" (D←D+1), and it is determined whether or not a large prize game (special game) is currently being played. If a large prize game is currently being played, the round prize counter (C) for counting the game balls that have entered the large prize opening 50 is updated by adding "1" (C←C+1), and the large prize opening detection switch input processing is terminated.
[0270] If the current game state is not a special game state, the illegal winning ball counter (E), which indicates the number of game balls that have won (entered) a specific winning port (second starting port 47, large winning port 50) outside the winning period, is updated by adding "1" (E←E+1), and a determination is made as to whether the value of the illegal winning ball counter (E) is more than a specified number (for example, 10 balls), and if the value of the illegal winning ball counter (E) is less than or equal to the specified number, the large winning port detection switch input processing is terminated.
[0271] If the value of the illegal winning ball counter (E) is greater than the specified number, it is determined that an illegal winning (illegal winning) has occurred, in which a game ball has won (entered) outside the winning period, and an illegal winning error designation command is set in the performance transmission data storage area. As a result, the illegal winning error designation command is sent to the performance control board 130, and the performance control board 130 notifies the fact that an illegal winning has occurred by notifying the fact that an illegal winning has occurred.
[0272] Then, external information data (output data) for outputting an illegal winning signal from the game information output terminal board 90 is set in a predetermined area of the main RAM 110c, the illegal winning ball counter (E) is cleared, and the large winning port detection switch input process is terminated. As a result, an illegal winning signal is output from the game information output terminal board 90, and an external device can grasp (identify) that an illegal winning has occurred.
[0273] In step S230, the main CPU 110a performs a first start hole detection switch input process. In this first start hole detection switch input process, it is determined whether a detection signal from the first start hole detection switch 45a has been input, that is, whether a gaming ball has entered the first start hole 45. This will be described in detail later with reference to FIG. 6.
[0274] In step S240, the main CPU 110a performs a second start hole detection switch input process. In this second start hole detection switch input process, substantially the same process as the first start hole detection switch input process shown in FIG. 6, which will be described later, is performed.
[0275] The main CPU 110a performs gate detection switch input processing in step S250. In this gate detection switch input processing, it is determined whether a detection signal has been input from the gate detection switch 44a, that is, whether the gaming ball has passed through the normal gate 44. If a detection signal has not been input from the gate detection switch 44a, the input control processing is terminated.
[0276] When a detection signal is input from the gate detection switch 44a, it is determined whether the number of reserved normal symbols, which is the number of reserved normal symbols stored in the reserved normal symbol storage area, is less than 4. If the number of reserved normal symbols is not less than 4, the input control process is terminated.
[0277] If the number of reserved regular maps is less than 4, the number of reserved regular maps is updated by adding "1", regular map determination information (random number value for hit determination, random number value for determining regular pattern, random number value for determining regular map variation pattern) is obtained, and the available memory units in the reserved regular pattern memory area are searched in order starting from the first memory unit, and the obtained regular map determination information is stored in the available memory unit, and the input control process is terminated.
[0278] (Main control board first start port detection switch input processing) The first start hole detection switch input processing of the main control board 110 will be described with reference to Fig. 6. Fig. 6 is a flowchart showing the first start hole detection switch input processing of the main control board 110.
[0279] First, in step S230-1, the main CPU 110a determines whether or not a detection signal has been input from the first start hole detection switch 45a. If a detection signal has been input from the first start hole detection switch 45a, the process proceeds to step S230-2. If a detection signal has not been input from the first start hole detection switch 45a, the current first start hole detection switch input process is terminated.
[0280] In step S230-2, the main CPU 110a performs a process of updating a three prize ball counter used for prize balls by adding data indicating three prize balls, and in step S230-3, acquires special symbol determination information (random number value for determining a jackpot, random number value for determining a special symbol, random number value for determining a reach, random number value for determining a special symbol variation pattern).
[0281] In step S230-4, the main CPU 110a determines whether the number of reserved first special symbols (U1) stored in the first special symbol reservation storage area is less than 4. If the number of reserved first special symbols (U1) is less than 4, the process proceeds to step S230-5, and if the number of reserved first special symbols (U1) is not less than 4, the current first start hole detection switch input process is terminated.
[0282] In step S230-5, the main CPU 110a performs a process of adding "1" to the number of reserved first special symbols (U1) to update it (U1←U1+1), and in step S230-6, sets a first special symbol storage designation command corresponding to the updated number of reserved first special symbols (U1) in the performance transmission data storage area. As a result, the first special symbol storage designation command is sent to the performance control board 130, and the performance control board 130 becomes able to grasp the number of reserved first special symbols.
[0283] In step S230-7, the main CPU 110a searches for an empty storage section in the first special symbol reservation storage area in order from the first storage section, and stores the acquired special symbol determination information in the empty storage section.
[0284] As a result of the above, a first reserved memory consisting of special pattern determination information (random number value for determining a jackpot, random number value for determining a special pattern, random number value for determining a reach, and random number value for determining a special pattern change pattern, etc.) is stored in a predetermined memory section of the first special pattern reserved memory area.
[0285] The main CPU 110a performs a first preliminary determination process in step S230-8. In this first preliminary determination process, the main CPU 110a refers to a preliminary determination table (not shown), determines the special symbol determination information (first reserved memory) acquired this time before the special symbol variation display based on the determination information is performed, and determines a planned variation pattern that is a variation pattern that is scheduled to be executed.
[0286] In step S230-9, the main CPU 110a sets the first start port winning designation command corresponding to the expected fluctuation pattern determined in the first preliminary judgment process in step S230-8 above in the transmission data storage area for performance, and terminates the first start port detection switch input process for this time.
[0287] This allows the expected variation pattern to be sent to the performance control board 130 as a first start port winning designation command, and the sub-CPU 130a of the performance control board 130 that receives the first start port winning designation command analyzes the first start port winning designation command and can execute a pre-reading preview performance that executes a predetermined preview performance over one or more variable displays executed before the variable display of the special pattern corresponding to the first start port winning designation command begins. The pre-reading preview performance is executed using one or more of the image display device, audio output device 9, frame lighting device 10, first movable member 73, second movable member 74, and board lighting device 76.
[0288] Regarding the second start port detection switch input processing, the first start port detection switch 45a, first special pattern reserved memory area, first reserved memory, first special pattern reserved number (U1), first special pattern memory designation command, first advance judgment processing, and first start port winning designation command can be read as the second start port detection switch 47a, second special pattern reserved memory area, second reserve memory, second special pattern reserved number (U2), second special pattern memory designation command, second advance judgment processing, and second start port winning designation command, respectively.
[0289] (Main control board special diagram special power control processing) The special pattern special voltage control process of the main control board 110 will be described with reference to Fig. 7. Fig. 7 is a flowchart showing the special pattern special voltage control process of the main control board 110.
[0290] First, in step S301, the main CPU 110a loads special symbol special power processing data, and in step S302 references the branch destination address from the loaded special symbol special power processing data, and if the special symbol special power processing data = 0, transfers processing to special symbol memory determination processing (step S310), if the special symbol special power processing data = 1, transfers processing to special symbol change processing (step S320), if the special symbol special power processing data = 2, transfers processing to special symbol stop processing (step S330), if the special symbol special power processing data = 3, transfers processing to jackpot game processing (step S340), and if the special symbol special power processing data = 4, transfers processing to jackpot game end processing (step S350).
[0291] This "special chart special electricity processing data" is set as needed within each subroutine of the special chart special electricity control processing, as will be described later, so that the subroutines required for that game will be processed appropriately.
[0292] In step S310, the main CPU 110a performs a special symbol memory determination process, which determines whether a big win has occurred, determines the type of special symbol to be stopped and displayed, and determines the variation time of the special symbol.
[0293] Specifically, first, the main CPU 110a determines whether the second special pattern reserved number (U2) is "1" or more, and if the second special pattern reserved number (U2) is not "1" or more, it determines whether the first special pattern reserved number (U1) is "1" or more, and if the first special pattern reserved number (U1) is not "1" or more (is "0"), it determines whether the customer waiting state determination flag, which is used to determine whether the special pattern is displayed to change and whether a customer waiting state in which a jackpot game is not being played (a waiting state in which the game is not progressing) has begun, is "0".
[0294] If the customer waiting state determination flag is "0", it is determined that the customer waiting state has started, and a customer waiting state designation command is set in the performance transmission data storage area, and the special symbol special electric processing data = 0 is maintained, and the current special symbol memory determination process is terminated; if the customer waiting state determination flag is not "0", it is determined that the customer waiting state has already started, and the special symbol special electric processing data = 0 is maintained, and the current special symbol memory determination process is terminated.
[0295] If the second special symbol reservation number (U2) is "1" or more, "1" is subtracted from the value stored in the second special symbol reservation memory area, and then the various random number values (special symbol determination information) stored in the first to fourth memory units in the second special symbol reservation memory area are shifted to the previous memory unit, and a second special symbol storage designation command corresponding to the second special symbol reservation number (U2) after subtraction is set in the performance transmission data storage area. As a result, the second special symbol storage designation command is sent to the performance control board 130, and the performance control board 130 becomes able to grasp the second special symbol reservation number.
[0296] Then, the main CPU 110a performs a jackpot determination (jackpot lottery) to determine whether or not to execute a jackpot game. Specifically, the main CPU 110a determines whether or not a jackpot game will be executed based on the random number value for determining a special symbol among various random number values (special symbol determination information) shifted from the first memory section to the 0th memory section of the second special symbol reserved memory area, the set value (here, 1 to 4) stored in the set value area of the gaming RWM area, and the current probability game state (low probability game state, high probability game state).
[0297] On the other hand, if the second special symbol reserved number (U2) is not "1" or more, and the first special symbol reserved number (U1) is "1" or more, "1" is subtracted from the value stored in the first special symbol reserved memory area, and then the various random number values stored in the first memory unit to the fourth memory unit in the first special symbol reserved memory area are shifted to the previous memory unit, and a first special symbol storage designation command corresponding to the first special symbol reserved number (U1) after subtraction is set in the performance transmission data storage area. As a result, the first special symbol storage designation command is sent to the performance control board 130, and the performance control board 130 becomes able to grasp the first special symbol reserved number.
[0298] Then, the main CPU 110a performs a jackpot determination (jackpot lottery) to determine whether or not to execute a jackpot game. Specifically, the main CPU 110a determines whether or not a jackpot game will be executed based on the random number value for determining a special symbol among various random number values (special symbol determination information) shifted from the first storage section to the 0th storage section of the first special symbol reserved storage area, the set value (here, 1 to 4) stored in the set value area of the gaming RWM area, and the current probability game state (low probability game state, high probability game state).
[0299] Then, the main CPU 110a performs a special symbol determination process to determine the type of special symbol to be stopped and displayed. Specifically, when a jackpot determination is performed based on the random number value for special symbol determination stored in the 0th memory section of the second special symbol reserve memory area, the main CPU 110a determines a jackpot special symbol or a losing special symbol based on the random number value for the jackpot symbol stored in this 0th memory section, and sets a performance symbol designation command corresponding to the determined special symbol in the performance transmission data storage area. This causes the performance symbol designation command to be sent to the performance control board 130, making it possible for the performance control board 130 to determine the type of special symbol to be stopped and displayed.
[0300] Furthermore, when a jackpot determination is made based on the random number value for determining the special symbol stored in the 0th memory section of the first special symbol reservation memory area, the special symbol (jackpot special symbol, loss special symbol) is determined based on the random number value for the jackpot symbol stored in this 0th memory section, and a performance symbol designation command corresponding to the determined special symbol is set in the performance transmission data storage area. This causes the performance symbol designation command to be sent to the performance control board 130, and the performance control board 130 can determine the type of special symbol to be displayed in a stopped state.
[0301] Next, the main CPU 110a performs a special symbol variation pattern determination process to determine the variation pattern (variation time) of the special symbol. Specifically, when a jackpot determination is made based on the special symbol determination random number value stored in the 0th memory section of the second special symbol reserved memory area, the main CPU 110a determines the variation pattern of the special symbol based on the reach determination random number value and the special symbol variation random number value stored in this 0th memory section, sets the variation time corresponding to the determined variation pattern in the special symbol time counter, and sets a variation pattern designation command corresponding to the determined variation pattern in the performance transmission data storage area. This causes the variation pattern designation command to be sent to the performance control board 130, making it possible for the performance control board 130 to grasp the variation pattern of the special symbol.
[0302] Furthermore, when a jackpot determination is made based on the random number value for determining the special symbol stored in the 0th memory section of the first special symbol reserved memory area, the variation pattern of the special symbol is determined based on the random number value for reaching a win determination and the random number value for the special symbol variation stored in this 0th memory section, the variation time corresponding to the determined variation pattern is set in the special symbol time counter, and a variation pattern designation command corresponding to the determined variation pattern is set in the performance transmission data storage area. This causes the variation pattern designation command to be sent to the performance control board 130, making it possible for the performance control board 130 to grasp the variation pattern of the special symbol.
[0303] Then, the main CPU 110a sets variable display data for causing the first special symbol display device 60 or the second special symbol display device 61 to perform a variable display of the special symbol (flashing of LED) in a predetermined processing area.
[0304] As a result, when variable display data is set in a specified processing area, data for turning the LED on or off is created appropriately in step S600, and the created data is output in step S700, causing the first special pattern display device 60 or the second special pattern display device 61 to display the variable special pattern.
[0305] Then, the special pattern special electric processing data is set from 0 to 1, preparations are made to move to the special pattern change processing subroutine, and the special pattern memory determination process is terminated.
[0306] In step S320, the main CPU 110a performs a special symbol variation process to determine whether the variation time of the special symbol has elapsed. Specifically, it determines whether the variation time of the special symbol set in step S310 has elapsed (special symbol time counter = 0). If the variation time has not elapsed, the special symbol special power processing data = 1 is maintained and the current special symbol variation process is terminated.
[0307] When the variable time has elapsed, the jackpot special symbol or the losing special symbol determined in step S310 is stopped and displayed on the first special symbol display device 60 or the second special symbol display device 61, and a predetermined stop time (0.5 seconds) of the special symbol is set in the special symbol time counter. This notifies the player of the result of the jackpot determination.
[0308] Then, the special pattern special electric processing data is set from 1 to 2, preparations are made to move to the special pattern stop processing subroutine, and the special pattern change processing is terminated.
[0309] In step S330, the main CPU 110a performs a special symbol stop process to determine whether the stop time (0.5 seconds) of the special symbol has elapsed. Specifically, it determines whether the stop time of the special symbol set in step S320 has elapsed (special symbol time counter = 0). If the stop time has not elapsed, the special symbol special power processing data = 2 is maintained, and the special symbol stop process ends.
[0310] When the stop time has elapsed, if the number of time-saving times is greater than 0, the time-saving times counter is decremented by 1 for updating, and if the number of time-saving times is equal to 0, the time-saving game flag is cleared, and if the number of high-probability times is greater than 0, the high-probability times counter is decremented by 1 for updating, and if the number of high-probability times is equal to 0, the high-probability game flag is cleared.
[0311] Then, the main CPU 110a determines whether the stopped special symbol is a jackpot special symbol. If it is a jackpot special symbol, it clears the time-saving game flag, the high-probability game flag, the time-saving count counter, and the high-probability count counter, and sets the special symbol special electric processing data from 2 to 3, preparing to move to the jackpot game processing subroutine, and ends the current special symbol stop processing.
[0312] On the other hand, if it is a losing special pattern, the special pattern special electric processing data is set from 2 to 0, preparations are made to move to the subroutine for the special pattern memory determination process, and the current special pattern stop process is terminated.
[0313] In step S340, the main CPU 110a performs jackpot game processing to execute the first jackpot game, the second jackpot game, or the third jackpot game based on the type of jackpot special symbol (stop symbol data) set in step S310.
[0314] Specifically, the opening time of the opening / closing member 51 according to the type of jackpot game is set in the special game timer counter, and drive data for the big prize opening opening / closing solenoid 51b is output to open the opening / closing member 51. At this time, 1 is added to the number of round games (R) storage area.
[0315] During this opening, if a specified number of game balls enter (win) or the opening time of the special prize opening has elapsed (the round prize counter (C) = 10 or the special game timer counter = 0), the output of drive data for the special prize opening opening solenoid 51b is stopped and the opening / closing member 51 is closed. This ends one round of play. In addition, the counter value of the round prize counter (C) is cleared.
[0316] When a predetermined number of rounds of play (in this embodiment, 4 or 16 times) have been completed, the data stored in the number of rounds of play (R) memory area is cleared, and the special chart special electric processing data is set from 3 to 4, preparations are made to move to the subroutine for processing to end the jackpot game, and the current jackpot game processing is terminated.
[0317] In step S350, the main CPU 110a determines the probability game state, either a high probability game state or a low probability game state, and also performs a jackpot game end process to determine the game state, either a time-shortened game state or a non-time-shortened game state.
[0318] Specifically, based on the type of jackpot special pattern (stop pattern data) set in step S310 above, the high probability play flag, the high probability number of times, the time-saving play flag, and the time-saving number of times are set, and the special pattern special electric processing data is set from 4 to 0, preparations are made to move to the subroutine for the special pattern memory determination processing, and the jackpot play end processing for this time is terminated.
[0319] (Explanation of commands related to the production control board) 8 and 9, the types of commands transmitted from the main control board 110 to the performance control board 130 will be explained. Figures 8 and 9 are diagrams showing the types of commands transmitted from the main control board 110 to the performance control board 130.
[0320] The "first special pattern storage designation command" indicates the number of reserved first special patterns (U1), and is set in the performance transmission data storage area of the main RAM 110c when the number of reserved first special patterns (U1) increases or decreases, and is sent to the performance control board 130.
[0321] The "second special pattern storage designation command" indicates the number of reserved second special patterns (U2), and when the number of reserved second special patterns (U2) increases or decreases, it is set in the performance transmission data storage area of the main RAM 110c and sent to the performance control board 130.
[0322] In this embodiment, the "first special symbol storage designation command" and the "second special symbol storage designation command" may be collectively referred to as the "special symbol storage designation command".
[0323] The "performance pattern designation command" indicates the type (kind) of special pattern to be displayed in a stopped state, and is set in the performance transmission data storage area of the main RAM 110c when various special patterns are determined and the display of the special patterns begins to change, and is sent to the performance control board 130.
[0324] Furthermore, since the type of special pattern ultimately determines the type of jackpot game and the game state after the jackpot game ends, the performance pattern designation command can also be said to indicate the type of jackpot and the game state after the jackpot ends.
[0325] The "first special symbol variation pattern designation command" indicates the variation time (variation pattern) of the special symbol on the first special symbol display device 60, and is set in the performance transmission data storage area of the main RAM 110c when the display of the special symbol variation begins on the first special symbol display device 60, and is sent to the performance control board 130.
[0326] The "second special symbol variation pattern designation command" indicates the variation time (variation mode) of the special symbol on the second special symbol display 61, and is set in the performance transmission data storage area of the main RAM 110c when the display of the special symbol variation begins on the second special symbol display 61, and is sent to the performance control board 130.
[0327] In this embodiment, the "first special symbol variation pattern designation command" and the "second special symbol variation pattern designation command" may be collectively referred to as the "variation pattern designation command."
[0328] The "special pattern confirmation command" indicates that a special pattern has been stopped and displayed, and is set in the performance transmission data storage area of the main RAM 110c when a special pattern is stopped and displayed on the first special pattern display device 60 or the second special pattern display device 61, and is sent to the performance control board 130.
[0329] The "normal pattern confirmation command" indicates that the normal pattern has been displayed in a stopped state, and is set in the performance transmission data storage area of the main RAM 110c when the normal pattern is displayed in a stopped state on the normal pattern display 62, and is sent to the performance control board 130.
[0330] The "starting port winning designation command" is used to notify the performance control board 130 in advance of the results of the jackpot determination (lottery), and is set in the performance transmission data storage area of the main RAM 110c when the game ball wins the first starting port 45 or the second starting port 47, and is sent to the performance control board 130.
[0331] The "jackpot opening designation command" indicates that a jackpot game (special game) is about to begin, and is set in the performance transmission data storage area of the main RAM 110c when various jackpot games begin, and is sent to the performance control board 130.
[0332] The "round designation command" indicates the number of rounds of the jackpot game, and is set in the performance transmission data storage area of the main RAM 110c when the round of the jackpot game starts, and is sent to the performance control board 130.
[0333] The "jackpot ending designation command" indicates that the jackpot game has ended, and is set in the performance transmission data storage area of the main RAM 110c when various jackpot games have ended, and is sent to the performance control board 130.
[0334] The "normal symbol storage designation command" indicates the number of reserved normal symbols (G1), and when the value stored in the reserved normal symbol number (G1) storage area increases or decreases, it is set in the performance transmission data storage area of the main RAM 110c and sent to the performance control board 130.
[0335] The "normal symbol designation command" indicates the type of normal symbol to be displayed in a stopped state on the normal symbol display 62, and is set in the performance transmission data storage area of the main RAM 110c when various normal symbols are determined and the display of the changing normal symbols begins, and is sent to the performance control board 130.
[0336] The "normal symbol change designation command" indicates the time for the normal symbol to change on the normal symbol display 62, and is set in the performance transmission data storage area of the main RAM 110c when the display of the normal symbol changes begins, and is sent to the performance control board 130.
[0337] The "winning opening designation command" indicates that a winning game (auxiliary game) is about to begin, and is set in the performance transmission data storage area of the main RAM 110c when the winning game begins, and is sent to the performance control board 130.
[0338] The "winning ending designation command" indicates that various auxiliary games have ended, and when the winning game has ended, it is set in the performance transmission data storage area of the main RAM 110c and sent to the performance control board 130.
[0339] The "game state designation command" indicates whether or not the game is in a time-saving game state or a high-probability game state, and is set in the performance transmission data storage area of the main RAM 110c when the special pattern starts to change, when the special pattern ends to change (when the jackpot game starts), and when the jackpot ends, and is sent to the performance control board 130.
[0340] The "power-on command" and "power restoration command" indicate whether or not powering on the gaming machine 1 involves initialization of the main RAM 110c, and when the gaming machine 1 is powered on, a power-on command or a power restoration command corresponding to whether or not the main RAM 110c has been initialized and the gaming status is sent to the performance control board 130.
[0341] The "customer waiting state designation command" indicates that the machine has entered a customer waiting state in which the display of special symbols is not changed, and when the machine enters a customer waiting state, it is set in the performance transmission data storage area of the main RAM 110c and sent to the performance control board 130.
[0342] The "error designation command" indicates that an error has occurred in the gaming machine 1 and the type of error, and is set in the performance transmission data storage area of the main RAM 110c and sent to the performance control board 130 when the occurrence of a magnetic or radio abnormality is determined in the magnetic / radio abnormality determination process described above, or when the occurrence of an illegal winning is determined in the large prize opening detection switch input process described above, or the second start opening detection switch input process described above.
[0343] In addition, when the payout control board 120 detects that the game board mounting frame 3 or glass frame 4 is open, the lower tray 12 is full, or a payout abnormality, the data is set in the performance transmission data storage area of the payout RAM 121c and sent to the performance control board 130.
[0344] The "error removal command" indicates that an error that occurred in the gaming machine 1 has been resolved, and when it is detected that various abnormalities have been resolved, it is set in the performance transmission data storage area of the main RAM 110c or the payout RAM 121c and sent to the performance control board 130.
[0345] The "setting value designation command" indicates the setting value set in the gaming machine 1, and is sent to the performance control board 130 after the gaming machine 1 is powered on, specifically after the power-on designation command or the power-restoration designation command is sent.
[0346] (Main processing of the production control unit) Next, the main processing of the performance control unit 130m will be described with reference to Fig. 10. Fig. 10 is a flowchart showing the main processing of the performance control unit 130m.
[0347] When the power supply voltage is supplied from the power supply board 160, a system reset occurs in the sub CPU 130a, and the sub CPU 130a performs the following main processing.
[0348] The sub-CPU 130a sets interrupt inhibition to inhibit timer interrupts in step E10, and performs initialization processing in step E20. Specifically, in response to power-on, the sub-CPU 130a reads the main processing program from the sub-ROM 130b, initializes flags and the like stored in the sub-RAM 130c, and performs processing such as initial setting.
[0349] In step E30, the sub-CPU 130a sets interrupt permission to allow timer interrupts, and in step E40, performs sub-random number update processing. Specifically, it performs processing to update various random numbers stored in the sub-RAM 130c. Thereafter, the processing of step E40 is repeated until a predetermined interrupt processing is performed.
[0350] (Timer interrupt processing of the production control unit) The timer interrupt process of the performance control unit 130m will be described with reference to Fig. 11. Fig. 11 is a flowchart showing the timer interrupt process executed in the performance control unit 130m at predetermined intervals (4 milliseconds).
[0351] In step E100, the sub CPU 130a saves information stored in the registers of the sub CPU 130a in a stack area, and in step E120, performs timer update processing. In this timer update processing, the sub CPU 130a performs processing to update various timers.
[0352] In step E130, the sub-CPU 130a performs input control processing. Specifically, it determines whether or not there has been an input to various switches such as the effect button detection switch 17a and the cross key detection switch 19a, and performs processing to set predetermined data if there has been an input.
[0353] In step E150, the sub-CPU 130a performs a command analysis process. Specifically, the sub-CPU 130a determines whether or not various commands have been transmitted from the main control board 110, and if various commands have been transmitted, stores the received commands in a reception buffer of the sub-RAM 130c.
[0354] The sub-CPU 130a performs a setting change / confirmation process in step E170. Specifically, the sub-CPU 130a refers to the receive buffer of the sub-RAM 130c to determine whether a setting change designation command or a setting confirmation designation command has been received, and if a setting change designation command has been received, the sub-CPU 130a performs a process for executing the setting change notification described above, and if a setting confirmation designation command has been received, the sub-CPU 130a performs a process for executing the setting confirmation notification described above.
[0355] In step E200, the sub-CPU 130a performs power-on processing. Specifically, it refers to the receive buffer in the sub-RAM 130c to determine whether a power-on designation command has been received, and if so, performs processing to execute a power-on notification. More specifically, it sends a power-on notification command to the display / audio control unit 140, causing the first image display device 70 (main liquid crystal display) and the second image display device 71 (sub-liquid crystal display) to display a power-on screen and causes the audio output device 9 to output a power-on sound.
[0356] In step E250, the sub-CPU 130a performs power outage recovery processing. Specifically, it refers to the receive buffer in the sub-RAM 130c to determine whether a power recovery designation command has been received, and if so, performs processing to execute a power outage recovery notification. More specifically, it sends a power recovery notification command to the display / audio control unit 140, causing the first image display device 70 (main liquid crystal display) and the second image display device 71 (sub-liquid crystal display) to display a power recovery screen, and causes the audio output device 9 to output a power recovery sound. Note that,
[0357] In step E300, the sub-CPU 130a performs customer waiting effect processing. Specifically, the sub-CPU 130a refers to the receive buffer in the sub-RAM 130c to determine whether a customer waiting state designation command has been received, and if so, performs processing to perform a customer waiting demo effect after a predetermined time has elapsed. More specifically, the sub-CPU 130a transmits a customer waiting effect command to the display / audio control unit 140, causing the first image display device 70 (main liquid crystal display) and the second image display device 71 (sub-liquid crystal display) to display a customer waiting demo screen, and causing the audio output device 9 to output a customer waiting demo sound. This will be described in more detail later with reference to FIG. 12.
[0358] In step E350, the sub-CPU 130a performs a game status update process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether a game status designation command has been received, and if so, performs a process of updating the game status information stored in the sub-RAM 130c.
[0359] In step E400, the sub-CPU 130a performs a reserved information update process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a special symbol storage designation command or a normal symbol storage designation command has been received, and if so, performs a process of updating the first special symbol reserved number, the second special symbol reserved number, the normal symbol reserved number, etc. stored in the sub-RAM 130c.
[0360] In step E500, the sub-CPU 130a performs pre-reading effect processing. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a start-up winning designation command or a variation pattern designation command has been received, and if so, performs processing related to the icon change effect, the continuous notice effect, and the lamp change effect as pre-reading effect. This will be described in detail later with reference to FIG. 14.
[0361] The "icon change effect" is a type of pre-reading notice effect that changes the reserved icon and the display mode of the icon to make the player expect that a jackpot game will be executed. In this embodiment, the icon change effect for the reserved icon may be referred to as the "reserved icon change effect," and the icon change effect for the icon may be referred to as the "relevant icon change effect."
[0362] A "continuous preview effect" is a type of anticipatory preview effect that makes a player expect a big win game to be executed by executing a predetermined effect over one or more variable effects. A "lamp change effect" is a type of predictive preview effect that makes the player anticipate a jackpot game by changing the lighting pattern of the winning slot lamp over one or more variable effects.
[0363] In step E600, the sub-CPU 130a performs special symbol special line effect processing. Specifically, by referring to the reception buffer of the sub-RAM 130c, it determines whether or not an effect symbol designation command, a special symbol variation pattern designation command, a special symbol determination command, a jackpot opening designation command, a round designation command, and a jackpot ending designation command have been received, and if so, performs processing to execute an effect corresponding to the received command.
[0364] In step E800, the sub-CPU 130a performs a normal symbol normal power effect process. Specifically, by referring to the reception buffer of the sub-RAM 130c, it determines whether or not a normal symbol designation command, a normal symbol variation designation command, a normal symbol determination command, a winning opening designation command, and a winning ending designation command have been received, and if received, it performs processing to execute the effect corresponding to the received command.
[0365] In step E850, the sub-CPU 130a performs error notification processing. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether an error designation command or an error cancellation designation command has been received, and if so, performs processing to execute an error notification effect corresponding to the received error designation command, or to terminate the error notification effect corresponding to the received error cancellation designation command.
[0366] In step E900, the sub-CPU 130a performs output control processing, specifically, processing to output signals such as predetermined data and to transmit various commands stored in the transmission buffer of the sub-RAM 130c to the display / audio control unit 140 and the lamp / drive control unit 150.
[0367] In step E950, the sub CPU 130a restores the information saved in step E100 to the register of the sub CPU 130a, and ends this timer interrupt process.
[0368] (Customer waiting performance processing by the performance control unit) The customer waiting performance processing of the performance control unit 130m will be described with reference to Fig. 12. Fig. 12 is a flowchart showing the customer waiting performance processing of the performance control unit 130m.
[0369] In step E300-1, the sub-CPU 130a determines whether or not a customer waiting state designation command has been received from the main control board 110. If the customer waiting state designation command has not been received, the process proceeds to step E300-4. If the customer waiting state designation command has been received, in step E300-2, a demo waiting time determination table (see FIG. 13) is selected to determine the waiting time until the start of the customer waiting demo performance. The demo waiting time determination table will be described in detail later.
[0370] In step E300-3, the sub-CPU 130a determines a demo waiting time and sets it in the demo waiting timer. Specifically, the sub-CPU 130a refers to the demo waiting time determination table shown in Fig. 13 and determines one demo waiting time from among a plurality of demo waiting times based on the current game state and the current status.
[0371] In step E300-4, the sub-CPU 130a determines whether or not the machine is in demo standby mode. Specifically, it determines whether or not the demo standby timer is set. If the machine is not in demo standby mode, the sub-CPU 130a terminates the current customer waiting performance process, assuming that the customer waiting demo performance will not be executed. If the machine is in demo standby mode, the sub-CPU 130a increments the demo standby timer by -1 in step E300-5.
[0372] In step E300-6, the sub-CPU 130a determines whether the demo wait timer is 0. If the demo wait timer is not 0, the sub-CPU 130a terminates the current customer waiting effect processing, assuming that the customer waiting demo effect will not be executed yet. If the demo wait timer is 0, the sub-CPU 130a sets a customer waiting demo effect command in the transmission buffer in step E300-7, and terminates the current customer waiting effect processing. As a result, the customer waiting demo effect command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and a customer waiting demo effect is executed to urge the player to play a game.
[0373] (Demo waiting time determination table) FIG. 13 is a diagram showing a demo waiting time determination table that is referred to when determining the waiting time until the start of the customer waiting demo performance.
[0374] 13, the game state, the current state, and the demo waiting time to be selected are associated with each other in the demo waiting time determination table. Four demo waiting times are set for the normal game state, ranging from 30 seconds to 70 seconds, and four demo waiting times are set for the specific game state, ranging from 35 seconds to 75 seconds.
[0375] The first feature of the demo waiting time determination table shown in Fig. 13 is that the demo waiting time from when the static display of the effect symbol on the image display device immediately after power-on, the demo waiting time from when the static display of the effect symbol on the image display device immediately after power-on, the demo waiting time from when the static display of the effect symbol on the image display device immediately after power-on, the demo waiting time from when the static display of the effect symbol ends (the changing time has passed) and the static display of the effect symbol, and the demo waiting time from when the static display of the effect symbol after the customer waiting demo effect ends are different. By doing so, the customer waiting demo effect can be executed at an appropriate time according to the current state, and it is possible to improve the operation of the gaming machine.
[0376] A second feature of the demo waiting time determination table shown in Fig. 13 is that the demo waiting time from when the effect symbol is displayed statically on the image display device immediately after power-on is longer than the demo waiting time from when the effect symbol's variable display ends (the variable time has passed) and the effect symbol is displayed statically. By doing so, it is possible to execute the customer waiting demo effect at an appropriate time according to the likelihood that the player is playing, and it is possible to improve the operation of the gaming machine.
[0377] A third feature of the demo waiting time determination table shown in Fig. 13 is that the demo waiting time from when the effect symbol is displayed statically on the image display device immediately after power is restored is longer than the demo waiting time from when the effect symbol variable display ends (variation time has passed) and the effect symbol is displayed statically. By doing so, it is possible to execute the customer waiting demo effect at an appropriate time according to the likelihood that the player is playing, and it is possible to improve the operation of the gaming machine.
[0378] The fourth feature of the demo waiting time determination table shown in Fig. 13 is that the demo waiting time from when the static display of the effect symbol on the image display device immediately after power is restored is longer than the demo waiting time from when the static display of the effect symbol on the image display device immediately after power is turned on. By doing so, it is possible to execute the customer waiting demo effect at an appropriate time according to the likelihood that the player is playing, and it is possible to improve the operation of the gaming machine.
[0379] The fifth feature of the demo waiting time determination table shown in Figure 13 is that the demo waiting time after the static display of the effect symbol after the customer waiting demo effect ends is the shortest. This effectively increases the appeal of the game to players and improves the operation of the gaming machine.
[0380] A sixth feature of the demo waiting time determination table shown in Fig. 13 is that the waiting time for each demo in a specific game state (low-probability time-saving game state, high-probability time-saving game state) is longer than the waiting time for each demo in a normal game state. By doing so, it is possible to execute a customer waiting demo effect at an appropriate time according to the probability that a player is playing, and it is possible to improve the operation of the gaming machine.
[0381] (Predictive processing of the production control unit) The look-ahead rendering process of the rendering control unit 130m will be described with reference to Fig. 14. Fig. 14 is a flowchart showing the look-ahead rendering process of the rendering control unit 130m.
[0382] In step E510, the sub-CPU 130a performs an icon change effect determination process for determining whether or not to execute an icon change effect, the effect mode of the icon change effect, etc. Details will be described later with reference to FIG.
[0383] In step E520, the sub-CPU 130a performs an icon display mode update process to execute the icon change effect determined to be executed in the icon change effect determination process (to change the display mode of the reserved icon or the icon already displayed). Details will be described later with reference to FIG.
[0384] In step E530, the sub-CPU 130a performs a continuous preview effect determination process for determining whether or not to execute a continuous preview effect, the effect mode of the continuous preview effect, etc. This will be described in detail later with reference to FIG.
[0385] In step E540, the sub-CPU 130a performs a continuous preview effect execution process for executing the continuous preview effect that has been determined to be executed in the continuous preview effect determination process. This will be described in detail later with reference to FIG.
[0386] In step E550, the sub-CPU 130a performs a lamp change effect execution process to execute a lamp change effect (to light up the winning entrance lamp NR so that the light emission mode corresponds to the icon whose display mode has changed), and then ends the current look-ahead effect process. Details will be described later using FIG.
[0387] (Icon change effect determination process of the effect control unit) The icon change effect determination process of the effect control unit 130m will be described with reference to Fig. 15. Fig. 15 is a flowchart showing the icon change effect determination process in the effect control unit 130m.
[0388] In step E510-1, the sub-CPU 130a determines whether or not it has received a start port winning designation command from the main control board 110. If it has received a start port winning designation command, it proceeds to step E510-2, and if it has not received a start port winning designation command, it ends the current icon change presentation determination process.
[0389] In step E510-2, the sub-CPU 130a refers to the received start port winning designation command and determines whether or not it is a jackpot, the type of jackpot game, and the presentation content (expected variation pattern).
[0390] In step E510-3, the sub-CPU 130a determines whether or not the current period is one in which an icon change effect can be performed. If the current period is one in which an icon change effect can be performed, the process proceeds to step E510-4. If the current period is not one in which an icon change effect can be performed, the process proceeds to step E510-8.
[0391] The "icon change effect executable period" refers to a period when a jackpot game is not being executed, when an icon change effect is not being executed, or when an icon change effect is not scheduled to be executed. Note that only one or two of the above three conditions may be set. Furthermore, it may be set such that the normal game state is set when the received start port winning designation command is based on winning at the first start port 45, and the specific game state (low-probability time-saving game state, high-probability time-saving game state) is set when the received start port winning designation command is based on winning at the second start port 47.
[0392] In step E510-4, the sub-CPU 130a determines whether the preliminary judgment results of the preceding reserve (reserved memory corresponding to the start port winning designation command received earlier) are all normal reach or less, that is, whether the preliminary judgment results of the preceding reserve are all normal fluctuation, shortened fluctuation, or normal reach. If all are normal reach or less, the process moves to step E510-5, and if not all are normal reach or less, the process moves to step E510-8.
[0393] In step E510-5, the sub-CPU 130a acquires a random number value for determining the final display mode of an icon to be additionally displayed on the first image display device 70 (main liquid crystal display), and in step E510-6, selects an icon final display mode determination table (see FIG. 16) for determining the final display mode of the icon. The icon final display mode determination table will be described in detail later.
[0394] In step E510-7, the sub CPU 130a determines the icon final display mode. Specifically, the sub CPU 130a refers to the icon final display mode determination table shown in Fig. 16, and determines one icon final display mode from among a plurality of icon final display modes based on the expected variation pattern indicated by the start port winning designation command and the selection rate (%) of each icon final display mode.
[0395] In step E510-8, the sub-CPU 130a determines the normal icon (CD icon) as the final icon display mode.
[0396] In step E510-9, the sub-CPU 130a determines whether the determined final icon display mode is a display mode (special icon) that executes an icon change performance. If it is a display mode that executes an icon change performance, the sub-CPU 130a proceeds to step E510-10, and if it is not a display mode that executes an icon change performance, the sub-CPU 130a proceeds to step E510-13.
[0397] In step E510-10, the sub-CPU 130a selects a change scenario determination table (see FIG. 17) for determining a change scenario for the icon change performance. The change scenario determination table will be described in detail later. This change scenario indicates the transition of the display mode from when the reserved icon appears to when it disappears.
[0398] In step E510-11, the sub-CPU 130a determines a change scenario and sets it in a look-ahead information storage area corresponding to the reserved memory number counter of the sub-RAM 130c. Specifically, with reference to the change scenario determination table shown in Fig. 17, one change scenario is determined from multiple change scenarios based on the icon final display mode, the reserved memory number of special symbols corresponding to the start-port winning designation command, and the selection rate (%) of each change scenario.
[0399] In step E510-12, the sub-CPU 130a identifies the winning icon, which is the icon display mode to be first displayed on the first image display device 70 (main LCD), from the determined change scenario, sets the icon display command for that winning icon in the transmission buffer, and ends this icon change effect determination process. As a result, the icon display command is transmitted to the display / sound control unit 140 and the lamp / drive control unit 150, and a reserved icon in a display mode corresponding to the icon display command for the winning icon is displayed on the first image display device 70 (main LCD), and a predetermined sound effect (a first winning sound when displayed as a normal icon, and a second winning sound when displayed as a special icon) is output.
[0400] In step E510-13, the sub-CPU 130a determines a non-change scenario in which no icon change presentation is executed, and sets the determined scenario in the look-ahead information storage area of the sub-RAM 130c corresponding to the reserved memory number counter.
[0401] In step E510-14, the sub-CPU 130a sets the icon display command for the normal icon in the transmission buffer and ends this icon change effect determination process. As a result, the icon display command is transmitted to the display / sound control unit 140 and the lamp / drive control unit 150, and a reserved icon in a display mode corresponding to the icon display command for the normal icon is displayed on the first image display device 70 (main liquid crystal display) and a predetermined sound effect (first winning sound) is output.
[0402] In the icon change effect determination process of this embodiment, the icon change effect (reserved icon change effect, the icon change effect) is executed when all of the preliminary determination results of the advance hold are normal reach or lower, but the icon change effect may be executed when the preliminary determination result of the advance hold is that a reach effect will not be performed, and the icon change effect may not be executed when a reach effect will be performed. In this way, no change in the display mode of the reserved icon occurs during the variation effect corresponding to the advance hold in which the reach effect is performed, and a change in the display mode of the reserved icon occurs during the variation effect corresponding to the advance hold in which the reach effect is not performed, so that the icon change effect will no longer interfere with the reach effect and it is possible to increase the enjoyment of the game.
[0403] In addition, even if the preliminary judgment result of the advance hold includes one that will perform a reach effect, the icon change effect may be executed, but the icon change effect may be executed more easily (executed at a higher rate) when the preliminary judgment result of the advance hold does not include one that will perform a reach effect than when it includes one that will perform a reach effect.
[0404] (Icon final display mode determination table) FIG. 16 is a diagram showing an icon final display mode determination table that is referred to when determining the icon final display mode.
[0405] The icon final display mode determination table associates the expected variation pattern indicated by the start-port winning specification command, the selection rate (%) of each icon final display mode, and the selected icon final display mode.
[0406] The final icon display mode includes a CD icon as a normal icon, and a blue character icon, a red character icon, and a rainbow character icon as special icons that indicate the possibility of a jackpot (a jackpot game being played).
[0407] The probability of winning the jackpot for special icons increases in the following order: (CD icon <) Blue character icon < Red character icon < Rainbow character icon, and the Rainbow character icon is the icon that guarantees a jackpot.
[0408] Here, the main feature of the icon final display mode determination table shown in Fig. 16 is that the selection rate of the icon final display mode is made different depending on the scheduled variation pattern. Specifically, in this embodiment, when the scheduled variation pattern is SP reach or SPSP reach, the special icon is selected at a higher rate than when the scheduled variation pattern is normal variation, shortened variation, or normal reach that does not result in a reach.
[0409] In the icon final display mode determination table shown in FIG. 16, the normal icon (CD icon) is not selected as the icon final display mode in the case of a big win, but it may be selected.
[0410] (Change scenario decision table) FIG. 17 is a diagram showing a variation scenario determination table that is referred to when determining a variation scenario.
[0411] The change scenario determination table associates the final display mode of the icon, the number of reserved memories of special patterns corresponding to the starting gate winning designation command, the selection rate (%) of each change scenario, and the change scenario to be selected, and for reference, the pre-changes in each change scenario and the update mode of the icon in that change are also listed.
[0412] "Preliminary change" refers to a change display (change presentation) that is executed based on special chart determination information that was stored before the special chart determination information that corresponds to the newly received starting port winning designation command, and "the change in question" refers to a change display (change presentation) that is executed based on the special chart determination information that corresponds to the newly received starting port winning designation command.
[0413] The change scenarios include scenarios (e.g., scenario 01) in which the display mode of the icon does not change while the pre-change is being executed (the pending icon change performance is not executed) but changes while the change is being executed (the icon change performance is executed), scenarios (e.g., scenario 02) in which the display mode of the icon changes while the pre-change is being executed (the pending icon change performance is executed) but does not change while the change is being executed (the icon change performance is not executed), and scenarios (e.g., scenario 15) in which the display mode of the icon changes both while the pre-change is being executed and while the change is being executed (the pending icon change performance and the icon change performance are executed).
[0414] In the change scenario determination table of this embodiment, a scenario for changing the display mode of an icon is determined regardless of whether a reach effect (which may be a reach other than a normal reach) is executed in the pre-variation. However, a scenario for changing the display mode of an icon may be determined by a change scenario determination table in which whether a reach effect suggesting the possibility of a jackpot game being executed in the pre-variation is executed as a determination factor. When using such a change scenario determination table, various scenarios may be set so that a change in the display mode of an icon does not occur during the execution of a pre-variation in which a reach effect is executed, but a change in the display mode of an icon occurs during the execution of a pre-variation in which a reach effect is executed, but during the execution of a pre-variation in which a reach effect is not executed. Also, various scenarios may be set so that a change in the display mode of an icon occurs during the execution of a pre-variation in which a reach effect is executed and a pre-variation in which a reach effect is not executed, but the change in the display mode of an icon occurs at a higher rate during the execution of a pre-variation in which a reach effect is not executed than during the execution of a pre-variation in which a reach effect is executed.
[0415] (Icon display mode update processing of the production control unit) The icon display mode update process of the performance control unit 130m will be described with reference to Fig. 18. Fig. 18 is a flowchart showing the icon display mode update process in the performance control unit 130m.
[0416] In step E520-1, the sub-CPU 130a determines whether or not a variation pattern designation command has been received from the main control board 110. If a variation pattern designation command has been received, the process proceeds to step E520-2, and if a variation pattern designation command has not been received, the current icon display mode update process is terminated.
[0417] In step E520-2, the sub-CPU 130a refers to the icon change scenario stored in the look-ahead information storage area of the sub-RAM 130c, and in step E520-3, determines whether or not an icon change scenario is stored. If an icon change scenario is not stored, it is assumed that power recovery has occurred, which clears the change scenario from the sub-RAM 130c, and the process proceeds to step E520-10. If an icon change scenario is stored, the process proceeds to step E520-4.
[0418] In step E520-4, the sub-CPU 130a determines whether there is a reserved icon whose display mode is to be changed (updated) in this variation performance. If there is a reserved icon whose display mode is to be changed, the process proceeds to step E520-5. If there is no reserved icon whose display mode is to be changed, the process proceeds to step E520-8.
[0419] In step E520-5, the sub-CPU 130a selects a change pattern determination table for reserved icons (see FIG. 19) for determining a change pattern (change mode) of the display mode of the reserved icon to be changed. Details of the change pattern determination table for reserved icons will be described later.
[0420] In step E520-6, the sub-CPU 130a determines the reserved icon change pattern. Specifically, referring to the reserved icon change pattern determination table shown in Figure 19, one reserved icon change pattern is determined from a plurality of reserved icon change patterns based on the reserved icon change mode in this variation performance and the selection rate (%).
[0421] In step E520-7, the sub-CPU 130a sets a change effect command corresponding to the determined hold icon change pattern in the transmission buffer. As a result, the change effect command is transmitted to the display / sound control unit 140 and the lamp / drive control unit 150, and the display mode of the hold icon displayed on the first image display device 70 (main liquid crystal) changes according to the change timing corresponding to the hold icon change pattern and the change stage at the change timing, or a predetermined sound effect (change sound) is output.
[0422] In step E520-8, the sub-CPU 130a determines whether or not there is an icon whose display mode is to be changed (updated). If there is an icon whose display mode is to be changed, the process proceeds to step E520-9. If there is no icon whose display mode is to be changed, the sub-CPU 130a ends the current icon display mode update process.
[0423] In step E520-9, the sub-CPU 130a selects a change pattern determination table (see FIGS. 20 and 21) for the icon corresponding to the change stage at which the icon will change in the current variation performance from among a plurality of change pattern determination tables for the icon in question for determining a change pattern (change mode) of the display mode of the icon to be changed. Details of the change pattern determination table for the icon corresponding to the change stage will be described later.
[0424] In step E520-10, the sub-CPU 130a selects the icon change pattern determination table (FIG. 22) for use in the event of a power outage to determine whether or not to execute an icon change effect as compensation for an icon change effect that may have been discontinued due to the occurrence of power restoration. Details of the icon change pattern determination table for use in the event of a power outage will be described later.
[0425] In step E520-11, the sub-CPU 130a determines the icon change pattern. Specifically, by referring to the change pattern determination table for the selected icon, the sub-CPU 130a determines one icon change pattern from among a plurality of icon change patterns based on the mode of the icon change in the current variation performance and the selection rate (%) of each icon change pattern.
[0426] In step E520-12, the sub-CPU 130a sets a change effect command corresponding to the determined icon change pattern in the transmission buffer, and ends this icon display mode update process. As a result, the change effect command is transmitted to the display / sound control unit 140 and the lamp / drive control unit 150, and the display mode of the icon displayed on the first image display device 70 (main liquid crystal) changes according to the change timing corresponding to the icon change pattern and the change stage at the change timing, or a predetermined sound effect (change sound) is output.
[0427] 18, if power is restored while an icon change effect is being executed, the icon change effect may be executed again in the variation effect that starts after power is restored. This reduces the frustration felt when the icon change effect ends due to power restoration, and increases the enjoyment of the game.
[0428] 18, even if the icon change effect is executed again in the change effect that starts after the power is restored, the effect mode of the icon change effect is newly determined based on the current change pattern, so that the change scenario before the power was restored (the stage that was suggested before the power supply was stopped) is not continued. In this way, the icon change effect can be executed in accordance with the content of the current change effect, which makes the game more interesting.
[0429] In addition, if power is restored while an icon change effect is being executed, in the change effect that starts after power is restored, the icon change effect may not be executed in the change effect corresponding to the pending memory (special chart determination information) that precedes the pending memory (special chart determination information) that triggered the execution of the icon change effect, but the icon change effect may be executed in the change effect corresponding to the pending memory that triggered the execution of the icon change effect.
[0430] (Change pattern determination table for hold icon) FIG. 19 is a diagram showing a hold icon change pattern determination table that is referred to when determining a hold icon change pattern.
[0431] The change pattern determination table for the hold icon corresponds to the manner in which the hold icon changes in the current change performance, the selection rate (%) of each hold icon change pattern, and the hold icon change pattern to be selected, and for reference, the timing at which the hold icon change performance occurs and the change stage for each hold icon change pattern are also listed.
[0432] The hold icon change patterns include normal change pattern 01, in which the display mode of the hold icon changes with the output of a sound effect when the hold icon shifts (when the change begins) in response to the disappearance of the icon, normal change pattern 02, in which the display mode of the hold icon changes with the output of a sound effect while the icon is changing, character action change pattern 01, in which a character appears and an action effect is performed on the icon starting from the character, changing the display mode of the icon, and pattern action change pattern 01, in which a change notification pattern indicating that the display mode of the icon will change as a result of the change effect is temporarily displayed and an action effect is performed on the hold icon starting from the change notification pattern, changing the display mode of the hold icon.
[0433] The timing of the change effect of the pending icon is classified in relation to the progress of the change effect, and includes when the change effect starts (when the change effect starts), when the change effect is being executed (during change), and when the effect pattern 70a temporarily stops ((temporarily) stopped).
[0434] The stages of change of the pending icon are set as 1UP, which changes the display mode to one level higher in the probability of winning the jackpot (for example, changing from a CD icon to a blue character icon, or from a blue character icon to a red character icon), and 2UP, which changes the display mode to two levels higher in the probability of winning the jackpot (for example, changing from a CD icon to a red character icon).
[0435] The timing of the change effect of the reserved icon is set to the above three timings, but it is not limited to these timings and other timings may be set. For example, it may be set during the execution of the change effect until the reach is established (during the change), during the execution of the normal reach, or during the execution of the SP (SPSP) reach.
[0436] (Change pattern determination table for the icon) Figures 20 and 21 are figures showing change pattern determination tables for the icon that are referenced when determining the change pattern of the icon, where Figure 20 is a table that is referenced when changing the display mode of the icon by one stage, and Figure 21 is a table that is referenced when changing the display mode of the icon by two stages.
[0437] The change pattern determination table for the icon corresponds to the mode of change of the icon in the current change performance, the selection rate (%) of each icon change pattern, and the icon change pattern to be selected, and for reference, the timing of the change performance of the icon in each icon change pattern and the change stage are also listed.
[0438] The icon change patterns include a normal change pattern 01 in which the display mode of the reserved icon changes when the change starts accompanied by the output of a sound effect, a normal change pattern 02 in which the display mode of the reserved icon changes during the change accompanied by the output of a sound effect, and a character action change pattern 01 in which a character appears and an action effect acting on the icon is performed starting from the character, changing the display mode of the icon.
[0439] The timing of the icon change effect is classified in relation to the progress of the change effect, and includes when the change effect starts (when the change effect starts), when the change effect is being executed (during change), and when the effect pattern 70a temporarily stops ((temporarily) stopped).
[0440] The icon change stages are set as 1UP, which changes the display mode to one level higher in the probability of winning a jackpot (for example, changing from a CD icon to a blue character icon, or from a blue character icon to a red character icon), and 2UP, which changes the display mode to two levels higher in the probability of winning a jackpot (for example, changing from a CD icon to a red character icon, or from a blue character icon to a rainbow character icon).
[0441] In the change pattern determination table for the icon in this embodiment, the symbol action change pattern 01 is not selectable, but it may be selectable. For example, in a change performance that performs a pseudo consecutive performance, when the performance pattern 70a before the pseudo change is temporarily stopped, the change notification symbol may be temporarily stopped and displayed.
[0442] "Pseudo consecutive performance" refers to a special type of performance pattern change display in which a re-change display in which all performance patterns 70a temporarily stop and then start changing again is executed once or multiple times within the special pattern change time determined for a winning jackpot determination based on a winning (ball entering) into one start port (first start port 45, second start port 47), in order to make it appear as if the performance pattern change display has been executed multiple times in response to a winning (ball entering) into one start port (first start port 45, second start port 47).
[0443] Although the timing for the icon change effect is the two timings described above, it is not limited to these timings and other timings may be set. For example, it may be set during the execution of the change effect until a reach is established (during the change), during the execution of a normal reach, or during the execution of an SP (SPSP) reach.
[0444] (Table for determining icon change pattern when power is interrupted) FIG. 22 is a diagram showing an icon change pattern determination table for use in the event of a power outage, which is referred to when determining the change pattern of the icon.
[0445] The icon change pattern determination table for use in the event of a power outage associates the change pattern indicated by the change pattern designation command, the final display mode of the icon, the selection rate (%) of the icon change pattern, the final display mode of the selected icon, and the selected icon change pattern, and for reference, the timing at which the change effect of the icon occurs and the change stage for each icon change pattern are listed.
[0446] Note that the icon change patterns, the timing at which the icon change effects occur, and the icon change stages are the same as those explained in the change pattern determination table for the icon mentioned above, so explanations will be omitted here.
[0447] (Relationship between the hold icon display mode and the change effect occurrence timing and change effect occurrence frequency) FIG. 23(a) is a diagram showing the relationship between the hold icon display mode and the occurrence frequency of the change effect occurrence timing.
[0448] When the display mode of the pending icon changes to a blue character icon, the change effect occurs more frequently at the frame update timing in response to the reception of a specified command than at the specified frame update timing after the reception of a variation pattern designation command.
[0449] In addition, when the display mode of the pending icon changes to a blue character icon, the change effect occurs less frequently at a specified frame update timing after receiving a change pattern designation command than at a frame update timing in response to receiving a specified command.
[0450] In other words, it can be said that the display mode of the pending icon is more likely to change to a blue character icon when the icon change effect is executed at a frame update timing in response to receiving a specified command than when the icon change effect is executed at a specified frame update timing after receiving a change pattern designation command.
[0451] On the other hand, when the display mode of the pending icon changes to a red character icon, the change effect occurs more frequently at a specified frame update timing after receiving a change pattern designation command than at a frame update timing in response to receiving a specified command.
[0452] In addition, when the display mode of the pending icon changes to a red character icon, the frequency of the change effect occurring is lower at the frame update timing in response to the reception of a specified command than at the specified frame update timing after the reception of a variation pattern designation command.
[0453] In other words, it can be said that the display mode of the reserved icon is more likely to change to a red character icon when the icon change effect is executed at a predetermined frame update timing after receiving a variation pattern command than when the icon change effect is executed at a frame update timing in response to receiving a predetermined command. Note that this predetermined command is the starting gate winning specification command or the variation pattern specification command.
[0454] Specifically, the change effect that occurs at the frame update timing in response to receiving a specified command is a change effect (change effect when winning) that displays the reserved icon as a special icon when the game ball enters the start port (first start port 45, second start port 47) and the reserved icon is displayed, and normal change pattern 01. In addition, the change effects that occur at a predetermined frame update timing after receiving a change pattern designation command are normal change pattern 02, character action change pattern 01, and design action change pattern 01.
[0455] Since the relationship between the display mode of the pending icon and the frequency of occurrence of the change effect is as described above, the frequency of occurrence of the change effect, which changes into a red character icon with a higher expectation of winning a jackpot, is higher at a specified frame update timing after receiving a change pattern designation command than at a frame update timing in response to receiving a specified command, so it is possible to draw the player's attention to the timing of the change effect occurrence, thereby increasing the enjoyment of the game.
[0456] Furthermore, the frequency of occurrence of the change effect of changing to a blue character icon is higher at the frame update timing in response to reception of a predetermined command than at the predetermined frame update timing after reception of a change pattern designation command, so although it is difficult for the icon to change to a red character icon which has a high probability of winning a jackpot in the early stages of the change effect, it is easy for the icon to change to a blue character icon, so it is possible to draw the player's attention to the subsequent change effect and increase the interest in the game.
[0457] (Relationship between the type of change and the timing of change and the frequency of change) FIG. 23(b) is a diagram showing a relationship 1 between the type of change effect and the change effect occurrence timing and the change effect occurrence frequency.
[0458] When a change effect occurs at a frame update timing in response to reception of a predetermined command, the change effect of a pending icon occurs more frequently than the change effect of the icon itself.
[0459] In addition, when a change effect occurs at a frame update timing in response to reception of a predetermined command, the icon change effect occurs less frequently than the pending icon change effect.
[0460] Since the relationship between the frequency of occurrence of the change effect and the timing of the change effect is as described above, the reserved icon is likely to change early in the change effect, so that the player's anticipation for a big win can be maintained for a long period of time, and the interest in the game can be increased. Note that this predetermined command refers to the start gate winning specification command and the change pattern specification command.
[0461] (Relationship between the type of change and the timing of change and the frequency of change) FIG. 23(c) is a diagram showing a relationship 2 between the type of change effect and the change effect occurrence timing and the change effect occurrence frequency.
[0462] When a change effect occurs at a predetermined frame update timing after receiving a change pattern designation command, the icon change effect occurs more frequently than the pending icon change effect.
[0463] In addition, when a change effect occurs at a predetermined frame update timing after receiving a change pattern designation command, the occurrence frequency of the pending icon change effect is lower than that of the icon change effect.
[0464] Since the relationship between the type of change effect, the timing of the change effect, and the frequency of change effect occurrence is as described above, the icon is likely to change in the later stages of the change effect, and therefore it is possible to increase the player's interest in the game by holding out the player's expectations for a big win until the later stages of the change effect.
[0465] (Relationship between icon display mode and notification sound when an icon appears (changes)) FIG. 23(d) is a diagram showing the relationship between the icon display mode and the notification sound when an icon appears (changes).
[0466] When a CD icon appears as a hold icon, a first generation alert sound is output as an alert sound when the icon appears; when a hold icon or the icon appears (changes to) a blue character icon, a second generation alert sound (change alert sound) is output as an alert sound when the icon appears (changes); when a hold icon or the icon appears (changes to) a red character icon, a third generation alert sound (change alert sound) is output as an alert sound when the icon appears (changes); and when the icon changes to a rainbow character icon, a fourth generation alert sound (change alert sound) is output as an alert sound when the icon changes.
[0467] In this embodiment, different notification sounds are set for each of the multiple icon display modes (four types), but it is also possible to use two types: a notification sound when a CD icon appears and a change notification sound when the icon changes to a blue character icon, a red character icon, or a rainbow character icon, or it is also possible to not output a notification sound when a CD icon appears, and to output a notification sound only when the icon changes to one of the modes. Also, for the rainbow character icon, which is determined to be a jackpot, a dedicated change notification sound may be provided, making it possible to use three types.
[0468] (Continuous preview performance determination processing of performance control unit) The continuous preview performance determination process in the performance control unit 130m will be described with reference to Fig. 24. Fig. 24 is a flowchart showing the continuous preview performance determination process in the performance control unit 130m.
[0469] In step E530-1, the sub-CPU 130a determines whether or not it has received a start port winning designation command from the main control board 110. If it has received a start port winning designation command, it moves the process to step E530-2, and if it has not received a start port winning designation command, it ends the current continuous preview performance determination process.
[0470] In step E530-2, the sub-CPU 130a refers to the received start port winning designation command and determines whether or not it is a jackpot, the type of jackpot game, and the presentation content (expected variation pattern).
[0471] In step E530-3, the sub-CPU 130a determines whether or not the current period is one in which the consecutive preview performance can be performed. If the current period is one in which the consecutive preview performance can be performed, the process proceeds to step E530-4. If the current period is not one in which the consecutive preview performance can be performed, the process proceeds to step E530-6, assuming that the consecutive preview performance will not be performed.
[0472] The "period during which consecutive preview effects can be executed" refers to a period when a jackpot game is not being executed, when consecutive preview effects are not being executed, or when consecutive preview effects are not scheduled to be executed. Note that it is also possible to set only one or two of the above three conditions. It is also possible to set a normal gaming state when the received start port winning designation command is based on winning at the first start port 45, and a specific gaming state (low-probability time-saving gaming state, high-probability time-saving gaming state) when the received start port winning designation command is based on winning at the second start port 47.
[0473] In step E530-4, the sub-CPU 130a selects a preview scenario determination table (see FIG. 25) for determining a preview scenario for the continuous preview performance. Details of the preview scenario determination table will be described later. This preview scenario indicates the progression of the preview performance across one or more variable performances.
[0474] In step E530-5, the sub-CPU 130a determines a preview scenario and sets it in the look-ahead information storage area corresponding to the reserved memory number counter of the sub-RAM 130c, and ends this continuous preview performance determination process. Specifically, by referring to the preview scenario determination table shown in Figure 25, one preview scenario is determined from multiple preview scenarios (including non-preview scenarios) based on the reserved memory number of special symbols corresponding to the start port winning designation command, the type of start port winning designation command, and the selection rate (%) of each preview scenario. The preview scenario determination table will be described in detail later.
[0475] In step E530-6, the sub-CPU 130a determines a non-preview scenario in which a consecutive preview performance is not executed, sets this in the look-ahead information storage area corresponding to the reserved memory number counter of the sub-RAM 130c, and ends this consecutive preview performance determination process.
[0476] (Announcement scenario decision table) FIG. 25 shows a preview scenario determination table that is referred to when determining a preview scenario for a continuous preview performance.
[0477] The preview scenario determination table corresponds the number of reserved memories for special patterns corresponding to the start port winning designation command, the expected change pattern indicated by the start port winning designation command, the selection rate (%) of each preview scenario, and the preview scenario to be selected, and for reference, the pre-changes in each preview scenario and the presentation style of the preview performance in that change are also listed.
[0478] The preview scenarios include a non-preview scenario (e.g., scenario 00) in which a preview performance is not executed and an effect image is displayed around the performance pattern 70a at the start of the variation performance, a scenario (e.g., scenario 01) in which an effect image is not displayed around the performance pattern 70a at the start of the preliminary variation, but an effect image is displayed around the performance pattern 70a at the start of the variation, and a scenario (e.g., scenario 02, etc.) in which an effect image is displayed around the performance pattern 70a at the start of the preliminary variation and at the start of the variation.
[0479] (Continuous preview performance execution processing of performance control unit) The continuous preview performance execution process of the performance control unit 130m will be described with reference to Fig. 26. Fig. 26 is a flowchart showing the continuous preview performance execution process of the performance control unit 130m.
[0480] In step E540-1, the sub-CPU 130a determines whether or not a variation pattern designation command has been received from the main control board 110. If a variation pattern designation command has been received, the process proceeds to step E540-2, and if a variation pattern designation command has not been received, the current continuous preview performance execution process is terminated.
[0481] In step E540-2, the sub-CPU 130a refers to the preview scenario of the consecutive preview effects stored in the look-ahead information storage area of the sub-RAM 130c, and in step E540-3, determines whether or not a preview scenario is stored. If a preview scenario is stored, the process proceeds to step E540-4, and if a preview scenario is not stored, the process proceeds to step E540-6, assuming that power recovery has occurred, which clears the preview scenario from the sub-RAM 130c.
[0482] In step E540-4, the sub-CPU 130a determines a successive preview pattern (performance mode) according to the preview scenario, and in step E540-5, sets a successive preview performance command according to the determined successive preview pattern in the transmission buffer. As a result, the successive preview performance command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the successive preview performance is executed according to the successive preview pattern, and an effect image is displayed around the performance pattern 70a at the start of the variable performance, or a predetermined sound effect is output.
[0483] In step E540-6, the sub-CPU 130a selects an alternative preview pattern determination table (see FIG. 27) for determining whether or not to execute an alternative preview performance as compensation for the continuous preview performance that may no longer be executed due to the occurrence of power restoration, and determines a preview pattern. Specifically, the selected alternative preview pattern determination table is referenced, and one alternative preview pattern is determined from multiple alternative preview patterns based on the variation pattern indicated by the variation pattern designation command and the selection rate (%) of each alternative preview pattern. Details of the alternative preview pattern determination table will be described later.
[0484] An "alternative preview effect" is an effect that compensates for the continuous preview effect that may no longer be executed due to the restoration of power (power outage), and is a type of preview effect that makes the player expect a jackpot game to be executed by displaying one of several mini-characters with different odds of winning on the image display device.
[0485] In step E540-7, the sub-CPU 130a determines whether the determined alternative preview pattern is one that will execute an alternative preview performance. If the alternative preview performance is not one that will execute an alternative preview performance, the sub-CPU 130a terminates the current continuous preview performance execution process, assuming that the alternative preview performance will not be executed. If the alternative preview performance is one that will execute an alternative preview performance, the sub-CPU 130a sets an alternative preview performance command corresponding to the alternative preview pattern in the transmission buffer, and terminates the current continuous preview performance execution process. As a result, the alternative preview performance command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the alternative preview performance is executed according to the alternative preview pattern, and a mini character is displayed on the first image display device 70, or a predetermined sound effect is output.
[0486] 26, if power is restored (power is cut off) during the execution of the continuous preview performance, the continuous preview performance is not resumed in the variable performance that starts after the power is restored, and an alternative preview performance different from the continuous preview performance may be executed. By doing so, it is possible to reduce the dissatisfaction that accompanies the end of the continuous preview performance due to the occurrence of power restoration (power cut off), and it is possible to improve the enjoyment of the game.
[0487] (Alternative notice pattern determination table) FIG. 27 is a diagram showing an alternative notice pattern determination table that is referred to when determining an alternative notice pattern.
[0488] The alternative preview pattern determination table corresponds the type of variation pattern indicated by the variation pattern designation command, the selection rate (%) of each alternative preview pattern, and the alternative preview pattern to be selected, and for reference, the presentation style for each alternative preview pattern is also listed.
[0489] The alternative preview patterns include pattern 00 in which the alternative preview performance is not executed, pattern 01 in which mini character A is displayed on the image display device, pattern 02 in which mini character B is displayed on the image display device, pattern 03 in which mini character C is displayed on the image display device, and pattern 04 in which mini character D is displayed on the image display device.
[0490] The probability of winning the jackpot for mini characters increases in the order of mini character A < mini character B < mini character C < mini character D, and mini character D is the mini character that is guaranteed to result in a jackpot.
[0491] The first feature of the alternative notice pattern determination table shown in Fig. 27 is that an alternative notice pattern in which an alternative notice effect is executed is more likely to be determined for a variation pattern with a high probability of winning a jackpot than for a variation pattern with a low probability of winning a jackpot. By doing so, the more likely it is that a continuous notice effect was executed before the power was restored, the more likely it is that an alternative notice effect will be executed, and the dissatisfaction caused by the end of the continuous notice effect can be reduced, making it possible to improve the enjoyment of the game.
[0492] A second feature of the alternative notice pattern determination table shown in Fig. 27 is that, in the case where a variable performance corresponding to a hold that triggered the execution of a consecutive notice performance is executed, it is easier to determine an alternative notice pattern in which an alternative notice performance is executed than in the case where a variable performance corresponding to a hold that did not trigger the execution of a consecutive notice performance prior to the hold that triggered the execution of the consecutive notice performance is executed. By doing so, after power is restored, it becomes easier to understand which variable performance is the variable performance corresponding to the hold that triggered the execution of the consecutive notice performance, and it is possible to improve the enjoyment of the game.
[0493] In addition, in the variable performance that is executed after power is restored, it is decided whether or not to execute the jackpot preview performance (dialogue preview performance, step-up preview performance) described below, so it is possible to prevent the execution of the alternative preview performance by increasing the probability of executing the jackpot preview performance more than usual.
[0494] Even in this case, it is preferable that the jackpot advance notice effect is more likely to be executed when a variable effect corresponding to the hold that triggered the execution of the consecutive advance notice effect is executed than when a variable effect corresponding to a hold that did not trigger the execution of the consecutive advance notice effect prior to the hold that triggered the execution of the consecutive advance notice effect is executed. In this way, after the power is restored, it becomes easier to understand which variable effect corresponds to the hold that triggered the execution of the consecutive advance notice effect, and it becomes possible to improve the enjoyment of the game.
[0495] (Lamp change performance execution processing of performance control unit) The lamp change effect execution process of the effect control unit 130m will be described with reference to Fig. 28. Fig. 28 is a flowchart showing the lamp change effect execution process of the effect control unit 130m.
[0496] In step E550-1, the sub-CPU 130a determines whether an icon change scenario is stored in the look-ahead information storage area of the sub-RAM 130c. If an icon change scenario is stored, the process proceeds to step E550-2 assuming that an icon change performance will be executed, and if no icon change scenario is stored, the process proceeds to step E550-6 assuming that power recovery has occurred, which will clear the change scenario from the sub-RAM 130c.
[0497] In step E550-2, the sub-CPU 130a determines whether it is time to change the icon. If it is time to change the icon, the process proceeds to step E550-3. If it is not time to change the icon, the sub-CPU 130a ends the lamp change effect execution process.
[0498] In step E550-3, the sub-CPU 130a sets a lamp effect command corresponding to the color of the icon after the change in the transmission buffer. As a result, the lamp effect command is transmitted to the lamp / drive control unit 150, and the light emission mode (light emission color, lighting / flashing) of the winning port lamp NR changes in response to the color change of the icon, thereby executing the lamp change effect.
[0499] In step E550-4, the sub-CPU 130a determines whether a lamp change flag indicating that a lamp change effect is being executed is set in the sub-RAM 130c. If the lamp change flag is set, the current lamp change effect execution process is terminated. If the lamp change flag is not set, the lamp change flag is set and the current lamp change effect execution process is terminated.
[0500] In step E550-6, the sub-CPU 130a determines whether the lamp change flag is set in the sub-RAM 130c. If the lamp change flag is set, the process proceeds to step E550-7. If the lamp change flag is not set, the current lamp change effect execution process is terminated.
[0501] In step E550-7, the sub-CPU 130a clears the lamp change flag set in the sub-RAM 130c, and in step E550-8, sets a lamp effect end command in the transmission buffer and ends the lamp change effect execution process. This causes the lamp effect command to be sent to the lamp / drive control unit 150, and the lamp change effect that was being executed ends.
[0502] 28, the lamp change effect is executed by changing the light emission mode (light emission color, lighting / flashing) of the winning slot lamp NR in response to the change of the icon in the icon change effect. In this way, the effect of the effect can be enhanced by the synergistic effect with the icon change effect, and the enjoyment of the game can be increased.
[0503] 28, unlike the icon change effect and the continuous notice effect, even if the power is restored during the execution of the lamp change effect, the lamp change effect will not be executed again or an alternative notice effect will not be executed. This makes it possible to reduce the control burden while ensuring the rarity of the lamp change effect, thereby increasing the enjoyment of the game.
[0504] In addition, when power is restored as in the case of the icon change effect, the lamp change effect may be executed again in the variable effect that starts after the power is restored. In this case, the lamp change effect may be executed so as to correspond to the icon change effect that starts after the power is restored.
[0505] In addition, instead of executing a lamp change effect in response to an icon change effect, the final light emission mode of the winning port lamp NR, the light emission scenario from the previous change to the actual change, etc. may be determined by lottery, and the lamp change effect may be executed.
[0506] (Jackpot notice performance determination processing of performance control unit) The big win notice performance determination process of the performance control unit 130m will be described with reference to Fig. 29. Fig. 29 is a flowchart showing the big win notice performance determination process in the performance control unit 130m, and this process is executed after the variable performance pattern determination process (processing for determining the variable performance pattern based on the variable pattern designation command) in the special chart special power performance process described above.
[0507] In step E650-1, the sub-CPU 130a refers to the variable presentation pattern to be executed in the current variable presentation, and in step E650-2, selects a jackpot notice determination table (see FIG. 30) for determining a notice pattern of a jackpot notice effect that makes the player expect a jackpot game to be executed, and determines the notice pattern. Specifically, the sub-CPU 130a refers to the jackpot notice determination table shown in FIG. 30, and determines one notice pattern from among a plurality of notice patterns (including non-notice patterns) based on the jackpot lottery result, the type of variable presentation pattern, and the selection rate (%) of each notice pattern. The jackpot notice determination table will be described in detail later.
[0508] In step E650-3, the sub-CPU 130a determines whether the preview pattern is for executing a line preview performance. If the preview pattern is for executing a line preview performance, the process proceeds to step E650-4, and if the preview pattern is not for executing a line preview performance, the process proceeds to step E650-6.
[0509] The "dialogue preview effect" is a type of jackpot preview effect in which, in response to the operation of the effect button 17 during an effective period that occurs during a variable effect, an image of dialogue suggesting the likelihood of a jackpot is displayed on the image display device, and sound corresponding to the dialogue image is output from the audio output device 9. Specifically, when a jackpot game is executed (high likelihood of a jackpot) compared to when a jackpot game is not executed, a dialogue with a relatively high likelihood of a jackpot is displayed, and when a dialogue with a relatively high likelihood is displayed, the effect button 17 vibrates for, for example, one second.
[0510] In step E650-4, the sub-CPU 130a selects a dialogue pattern determination table (not shown) for determining the dialogue pattern in the dialogue preview effect and determines the dialogue pattern. Specifically, by referring to the dialogue pattern determination table, one dialogue pattern is determined from among a plurality of dialogue patterns based on the jackpot lottery result, the type of variable effect pattern, and the selection rate (%) of each dialogue pattern.
[0511] In step E650-5, the sub-CPU 130a sets a line preview performance command corresponding to the line pattern in the transmission buffer. As a result, the line preview performance command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and a line preview performance corresponding to the line pattern is executed, whereby a line image is displayed on the first image display device 70 and a sound corresponding to the line image is output from the audio output device 9.
[0512] In step E650-6, the sub-CPU 130a determines whether or not the notification pattern is for executing a step-up notification effect. If the notification pattern is for executing a step-up notification effect, the process proceeds to step E650-7, and if the notification pattern is not for executing a step-up notification effect, the process for determining whether or not the current big win notification effect has been executed is terminated.
[0513] The "step-up notice effect" is a type of jackpot notice effect in which step effects are executed in a predetermined order until one of a plurality of steps (stages) from the first step (first stage) to the final step (final stage) is reached. Specifically, more step effects are likely to be executed when a jackpot game is executed (when the jackpot expectation is high) than when a jackpot game is not executed.
[0514] In step E650-7, the sub-CPU 130a selects a step-up pattern determination table (not shown) for determining a step-up pattern in the step-up notice effect, and determines a step-up pattern. Specifically, the sub-CPU 130a refers to the step-up pattern determination table and determines one step-up pattern from among a plurality of step-up patterns based on the big win lottery result, the type of variable effect pattern, and the selection rate (%) of each step-up pattern.
[0515] In step E650-8, the sub-CPU 130a sets a step-up notice effect command corresponding to the step-up pattern in the transmission buffer, and ends the current big win notice effect determination process. As a result, the step-up notice effect command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and a step-up notice effect corresponding to the step-up pattern is executed, and a step image is displayed on the first image display device 70 and a sound effect corresponding to the step image is output from the audio output device 9.
[0516] (Jackpot prediction pattern determination table) FIG. 30 is a diagram showing the big win advance notice effect determination process that is referred to when determining the advance notice pattern of the big win advance notice effect.
[0517] The jackpot notice determination table associates the jackpot lottery result, the type of variable presentation pattern, the selection rate (%) of each notice pattern, and the notice pattern to be selected.
[0518] The preview patterns include a preview pattern without a preview, a preview pattern in which a dialogue preview performance is executed, and a preview pattern in which a step-up preview performance is executed, and the probability of winning a big win is higher when the step-up preview performance is executed than when the dialogue preview performance is executed.
[0519] (Main processing of the integrated control unit) The main processing of the overall control unit 141 will be described with reference to Fig. 31. Fig. 31 is a flowchart showing the main processing of the overall control unit 141.
[0520] When the power supply voltage is supplied from the power supply board 160, a system reset occurs in the general CPU 142, and the general CPU 142 performs the following main processing.
[0521] First, the general CPU 142 sets interrupt inhibition to inhibit timer interrupts in step T1, and performs initialization processing in step T2. Specifically, the general CPU 142 reads a main processing program from the general ROM 143, initializes flags and the like stored in the general RAM 144, and performs processing such as initial setting.
[0522] In step T3, the general CPU 142 sets an interrupt permission to allow a timer interrupt, and in step T4, it refers to the receive buffer of the general RAM 144 to determine whether or not a performance instruction command has been received from the performance control unit 130m.If no performance instruction command has been received, it moves on to step T7, and if a performance instruction command has been received, it performs animation pattern setting processing in step T5 to determine and set an animation pattern from the animation group of the type corresponding to the received performance instruction command.
[0523] Examples of performance instruction commands include customer waiting performance commands, icon display commands, change performance commands, variable performance pattern commands, symbol stop pattern commands, opening performance pattern commands, round performance pattern commands, and ending performance pattern commands.
[0524] An animation group is a group formed by bundling together one or more animation patterns, which are information that specifies (specifies) the type of object that makes up the effect image, the scene (timing) and wait frame (display time) for displaying the effect image, target data (sprite image identification number, source address, etc.), parameters (display position of the sprite image, destination address, etc.), drawing method, and information that specifies the image display device that displays the effect image.
[0525] Types of animation groups include, for example, a performance pattern group for displaying animation of performance pattern 70a, an icon group for displaying animation of hold icons and the icons, a variable performance group for displaying animation of variable performance such as backgrounds and characters, a preview performance group for displaying animation of previews, etc., and a special game performance group for displaying animation of special game performances.
[0526] In step T6, the overall CPU 142 performs a sound setting process to determine and set a sound pattern from a sound group of the type corresponding to the received performance instruction command, and in step T7, determines whether or not there is a frame switching flag indicating that it is time to update the performance image to be displayed on the image display device (to draw a new performance image).If there is no frame switching flag, the process proceeds to step T4; if there is a frame switching flag, the frame switching flag is cleared in step T8.
[0527] In step T9, the overall CPU 142 generates a display list made up of a group of drawing control commands, and performs display list generation and output processing to output the generated display list to the image control unit 145 (VDP).
[0528] Here, a display list is image shaping information for creating the effect image to be displayed on the first image display device 70 (main LCD) and the second image display device 71 (sub LCD), and is generated for each frame or for multiple frames (frame update timing).In this embodiment, the display list is generated for each frame.
[0529] Specifically, the animation scene information (address) is updated for each animation pattern that has been set in the animation control process described below, and a display list for one frame corresponding to the current number of frames is generated, in which drawing control commands are set for each animation pattern according to the contents of the animation scene information. Note that the drawing control commands are set in order from the animation pattern of the animation group with the lowest priority to the animation pattern of the animation group with the highest priority according to the priority (drawing order) set for the animation group to which each animation pattern belongs, but the reverse is also possible.
[0530] In step T10, the overall CPU 142 performs drawing command processing to instruct the image control unit 145 (VDP) to draw a performance image based on the display list output. By performing this drawing command processing, the image control unit 145 (VDP) draws a performance image based on the display list in a drawing frame buffer, and performs processing to display the performance image drawn in the display frame buffer on the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal).
[0531] In step T11, the overall CPU 142 generates a sound list made up of a group of sound control commands, and performs sound list generation and output processing to output the generated sound list to the audio control unit 148.
[0532] Here, a sound list is audio output information for specifying sounds (BGM, sound effects, etc.) such as audio data and music data to be output from the audio output device 9, and is generated based on the drawing frame when outputting new sounds.
[0533] In step T12, the overall CPU 142 performs sound output command processing to instruct the audio control unit 148 to output sounds based on the sound list outputted to it. By performing this sound output command processing, the audio control unit 148 causes the audio output device 9 to output sounds based on the sound list.
[0534] Therefore, various sounds are started to be output from the audio output device 9 so as to be synchronized (in sync) with the frame update timing by the image control unit 145 (VDP), and output from the audio output device 9 is ended so as to be synchronized (in sync) with the frame update timing.
[0535] Note that the output of various sounds from the audio output device 9 is started so as to synchronize (harmonize) with the frame update timing, but the output of various sounds from the audio output device 9 may be stopped so as not to synchronize (harmonize) with the frame update timing, or vice versa.
[0536] In step T13, the overall CPU 142 performs animation control processing to update the animation scene information (address) for each set animation pattern in preparation for creating a display list for the next frame, and then moves the processing to step T4, where the processing from step T4 to step T13 is repeatedly performed in a loop.
[0537] (Command reception interrupt processing of the central control unit) The command reception interrupt process of the overall control unit 141 will be described with reference to Fig. 32. Fig. 32 is a flowchart showing the command reception interrupt process of the overall control unit 141, and this process is executed by receiving a performance instruction command transmitted from the performance control unit 130m.
[0538] In step T20, the general CPU 142 performs a command reception process to receive the performance instruction command transmitted from the performance control unit 130m. Specifically, the general CPU 142 performs a process to store the performance instruction command transmitted from the performance control unit 130m in a reception buffer of the general RAM 144, and then ends this command reception interrupt process.
[0539] (V blank interrupt processing of the central control unit) The V blank interrupt processing of the overall control unit 141 will be described using Fig. 33. Fig. 33 is a flowchart showing the V blank interrupt processing of the overall control unit 141, and the V blank interrupt processing is executed every time a V blank signal is received (1 / 30 second = approximately 33 ms) transmitted from the image control unit 145 (VDP) every time the display of one frame of effect image has finished (1 / 30 second = approximately 33 ms).
[0540] In step T30, the overall CPU 142 performs a counter update process to update various counters (scene change counter, wait frame counter, frame counter, etc.) by a predetermined number (for example, by adding "1"), and in step T31, performs a frame buffer switching command process to instruct the image control unit 145 (VDP) to switch between the first frame buffer area and the second frame buffer area of the VRAM 147.
[0541] As a result, the first frame buffer area and the second frame buffer area are alternately switched between the "drawing frame buffer" and the "display frame buffer" each time the V blank interrupt process is executed every 1 / 30 seconds (approximately 33 ms).
[0542] In step T32, the overall CPU 142 sets a frame switch flag indicating that the drawing (display) frame has been switched, and ends this V blank interrupt process. Since this frame switch flag is referenced in step T7, the processes of steps T8 to T13 are executed every time the V blank interrupt process is executed (frame update timing).
[0543] (Timing chart for winning changes) 34 and 35 are timing charts showing various timings when the display mode of the first reserved icon is displayed (changed to) a blue character icon when a game ball enters the first starting hole 45.
[0544] The timing of T1 is the 280th frame after the start of the variable effect, and is a frame update timing during the normal variable period during which the normal variable effect pattern 70a is changed. At this timing, drawing of image data b (background image, various variable effect images, various pattern images, various icon images, etc.) to the first frame buffer begins, and display of image data a drawn in the second frame buffer begins on the image display device, and the normal variable effect display screen a is displayed on the image display device.
[0545] The timing of T2 is the timing in the middle of the 280th frame after the start of the variable presentation. At this timing, based on the fact that the game ball has entered the first starting hole 45, the main control board 110 transmits a starting hole entry designation command to the presentation control unit 130m.
[0546] The timing of T3 is the 281st frame after the start of the variation effect, which is the frame update timing during the normal variation period. At this timing, it is determined that the display mode of the first reserved icon will be a blue character icon when a win occurs, but the blue character icon is not displayed on the image display device, and the sound output device 9 does not start outputting the second occurrence notification sound.
[0547] Also, at timing T3, drawing of image data c (background image, various variable performance images, various pattern images, various icon images, etc.) into the second frame buffer begins, and display of image data b drawn in the first frame buffer begins on the image display device, and the image display device then displays the normal variable performance display screen b.
[0548] The timing of T4 is the 282nd frame after the start of the fluctuation performance, and is the frame update timing during the normal fluctuation period. At this timing, drawing of image data d (background image, various fluctuation performance images, various pattern images, various icon images, etc.) to the first frame buffer begins, display of image data c drawn in the second frame buffer begins on the image display device, the normal fluctuation performance display screen c (blue character icon display) is displayed on the image display device, and output of the second occurrence alert sound begins from the audio output device 9. This timing of T4 corresponds to the frame update timing in response to reception of a predetermined command.
[0549] The timing of T5 is the 283rd frame after the start of the fluctuation effect, which is a frame update timing during the normal fluctuation period. At this timing, drawing of image data e (background image, various fluctuation effect images, various pattern images, various icon images, etc.) to the second frame buffer begins, display of image data d drawn in the first frame buffer begins on the image display device, the normal fluctuation effect display screen d (blue character icon display) is displayed on the image display device, and output of the second occurrence alert sound from the audio output device 9 continues.
[0550] The timing of T6 is the 284th frame after the start of the fluctuation effect, which is a frame update timing during the normal fluctuation period. At this timing, drawing of image data f (background image, various fluctuation effect images, various pattern images, various icon images, etc.) to the first frame buffer begins, display of image data e drawn in the second frame buffer begins on the image display device, the normal fluctuation effect display screen d (blue character icon display) is displayed on the image display device, and output of the second occurrence alert sound from the audio output device 9 continues.
[0551] The timing of T7 is the 296th frame after the start of the fluctuation effect, which is a frame update timing during the normal fluctuation period. At this timing, drawing of image data h (background image, fluctuation effect image, various pattern images, various icon images, etc.) to the first frame buffer begins, display of image data g drawn in the second frame buffer begins on the image display device, the normal fluctuation effect display screen g (blue character icon display) is displayed on the image display device, and output of the second generation alert sound from the audio output device 9 continues.
[0552] The timing of T8 is the 297th frame after the start of the variation effect, which is midway through the normal variation period. At this timing, the output of the second occurrence notification sound, which had been output for approximately 0.5 seconds (15 frames), is stopped. Also, the drawing of image data i (background image, variation effect image, various pattern images, various icon images, etc.) to the second frame buffer begins, and the display of image data h drawn in the first frame buffer begins on the image display device, and the normal variation effect display screen h (blue character icon display) is displayed on the image display device.
[0553] The timing of T9 is the 298th frame after the start of the fluctuation performance, which is midway through the normal fluctuation period. At this timing, the drawing of image data j (background image, fluctuation performance image, various pattern images, various icon images, etc.) to the first frame buffer begins, and the display of image data i drawn in the second frame buffer begins on the image display device, and the normal fluctuation performance display screen i (blue character icon display) is displayed on the image display device.
[0554] In this way, the output of the second generation alarm sound from the audio output device 9 starts in synchronization with the frame update timing when the blue character icon is displayed on the first image display device 70 (main LCD), which reduces the sense of discomfort felt by the player compared to when the frame update timing for the display of the blue character icon and the output of the second generation alarm sound start out of sync, thereby making the game more enjoyable.
[0555] Furthermore, whereas the output of the second generation alarm sound was started in synchronization with the frame update timing when the blue character icon was displayed, the erasure of the blue character icon and the cessation of the output of the second generation alarm sound are performed at different frame update timings, so the output of the second generation alarm sound can be stopped without being restricted by the timing of the erasure of the blue character icon, making the game more enjoyable.
[0556] (Example of a change effect when winning) FIG. 36 is a diagram showing an example of a presentation in which the display mode of the first reserved icon is displayed (changed to) a blue character icon when a gaming ball enters the first starting hole 45.
[0557] As shown in Figure 36(a), when the first hold icon and the second hold icon are not displayed, i.e., when no hold memories are stored, a normal variable effect is executed in which the display pattern 70a is displayed in a variable manner.
[0558] Here, based on the fact that the game ball has entered the first starting hole 45, a starting hole entry designation command is sent from the main control board 110 to the presentation control unit 130m, and the icon change presentation determination process is executed, and the change scenario is determined to be "Scenario 02" (displaying the first pending icon as a blue character icon when a prize is won).
[0559] At this time, as shown in Figure 36(b), in response to the game ball entering the first starting hole 45, the first hold icon (blue character icon) H11 is displayed in the first display section 70B1 of the first hold icon display area 70B, and the second occurrence alarm sound is output from the audio output device 9 for 0.5 seconds.
[0560] Then, as shown in Figure 36(c), the display of the variable effect pattern 70a is stopped at a combination (here, "234") indicating a miss, and the icon (CD icon) TH displayed in the icon display area 70C is erased.
[0561] Next, as shown in FIG. 36(d), the variable display of the performance pattern 70a starts, and the first reserved icon (blue character icon) H11 of the first display portion 70B1 is shifted and displayed in the icon display area 70C.
[0562] Then, as shown in Figure 36(e), the "2" performance pattern 70a is displayed as a stopped display (temporary stopped display) in the variable display areas on the left and right of the performance pattern 70a that was being displayed as a change, while a reach effect is executed in which the performance pattern 70a is displayed as a change in the central variable display area.
[0563] 36(f), the "3" effect symbol 70a is stopped and displayed in the central variable display area, and the reach effect ends and the variable display ends. Here, since the variable display has ended, the icon (blue character icon) TH displayed in the icon display area 70C is erased.
[0564] Although not shown in the figures, during the variation presentation, background music, sound effects, etc. are output from the audio output device 9. The same applies to the following Figures 39, 42, 43, 46, and 47.
[0565] (Timing chart for normal change pattern 01) Figures 37 and 38 are timing charts showing various timings when normal change pattern 01 is determined as the pending icon change pattern in the icon display mode update process and the display mode of the first pending icon is changed to a blue character icon.
[0566] The timing of T1 is the 600th frame after the start of the variable effect, and is the frame update timing during the pattern stop period when the effect pattern 70a is stopped. At this timing, drawing of image data b (background image, various stop effect images, various pattern images, various icon images, etc.) to the first frame buffer begins, display of image data a drawn in the second frame buffer begins on the image display device, and the stop effect display screen a is displayed on the image display device.
[0567] The timing of T2 is midway through the 600th frame after the start of the variation presentation. At this timing, the main control board 110 transmits a variation pattern designation command to the presentation control unit 130m.
[0568] The timing of T3 is the 601st frame after the start of the variation effect, which is the frame update timing during the symbol stop period. At this timing, it is determined that normal change pattern 01, which changes the first reserved icon to a blue character icon, will be executed, but the blue character icon is not displayed on the image display device, and the sound output device 9 does not start outputting the second occurrence notification sound.
[0569] Also, at timing T3, drawing of image data c (background image, various variable effect images, various pattern images, various icon images, etc.) into the second frame buffer begins, and display of image data b drawn in the first frame buffer begins on the image display device, and the stop effect display screen b is displayed on the image display device.
[0570] The timing of T4 is the timing of the first frame after the start of the next variable effect (the timing when the variable effect starts). At this timing, drawing of image data d (background image, various variable effect images, various pattern images, various icon images, etc.) to the first frame buffer starts, display of image data c drawn in the second frame buffer starts on the image display device, the image display device displays the normal variable effect display screen c (blue character icon display), and output of the second occurrence alert sound starts from the audio output device 9. This timing of T4 corresponds to the frame update timing in response to reception of a predetermined command.
[0571] The timing of T5 is the second frame after the start of the fluctuation effect, which is a frame update timing during the normal fluctuation period. At this timing, drawing of image data e (background image, various fluctuation effect images, various pattern images, various icon images, etc.) to the second frame buffer begins, display of image data d drawn in the first frame buffer begins on the image display device, the normal fluctuation effect display screen d (blue character icon display) is displayed on the image display device, and output of the second occurrence alert sound from the audio output device 9 continues.
[0572] The timing of T6 is the third frame after the start of the fluctuation effect, which is a frame update timing during the normal fluctuation period. At this timing, drawing of image data f (background image, various fluctuation effect images, various pattern images, various icon images, etc.) to the first frame buffer begins, display of image data e drawn in the second frame buffer begins on the image display device, the normal fluctuation effect display screen d (blue character icon display) is displayed on the image display device, and output of the second occurrence alert sound from the audio output device 9 continues.
[0573] The timing of T7 is the 15th frame after the start of the fluctuation effect, which is a frame update timing during the normal fluctuation period. At this timing, drawing of image data h (background image, fluctuation effect image, various pattern images, various icon images, etc.) to the first frame buffer begins, display of image data g drawn in the second frame buffer begins on the image display device, the normal fluctuation effect display screen g (blue character icon display) is displayed on the image display device, and output of the second occurrence alert sound from the audio output device 9 continues.
[0574] The timing of T8 is the 16th frame after the start of the fluctuation effect, which is midway through the normal fluctuation period. At this timing, the output of the second occurrence alarm sound that had been output for about 0.5 seconds (15 frames) is stopped, the drawing of image data i (background image, fluctuation effect image, various pattern images, various icon images, etc.) to the second frame buffer is started, the display of image data h that had been drawn in the first frame buffer is started on the image display device, and the normal fluctuation effect display screen h (blue character icon display) is displayed on the image display device.
[0575] The timing of T9 is the 17th frame after the start of the fluctuation performance, which is midway through the normal fluctuation period. At this timing, the drawing of image data j (background image, fluctuation performance image, various pattern images, various icon images, etc.) into the first frame buffer begins, and the display of image data i drawn in the second frame buffer begins on the image display device, and the normal fluctuation performance display screen i (blue character icon display) is displayed on the image display device.
[0576] In this way, the output of the second generation alarm sound from the audio output device 9 starts in synchronization with the frame update timing when the blue character icon is displayed on the first image display device 70 (main LCD), which reduces the sense of discomfort felt by the player compared to when the frame update timing for the display of the blue character icon and the output of the second generation alarm sound start out of sync, thereby making the game more enjoyable.
[0577] Furthermore, whereas the output of the second generation alarm sound was started in synchronization with the frame update timing when the blue character icon was displayed, the erasure of the blue character icon and the cessation of the output of the second generation alarm sound are performed at different frame update timings, so the output of the second generation alarm sound can be stopped without being restricted by the timing of the erasure of the blue character icon, making the game more enjoyable.
[0578] (Example of normal change pattern 01) FIG. 39 is a diagram showing an example of a presentation in which the display mode of the first reserved icon is changed to a blue character icon at the start of the fluctuation (shift) (normal change pattern 01).
[0579] As shown in Figure 39(a), when the first hold icons (CD icons) H11 and H12 are displayed in the first display section 70B1 and the second display section 70B2 of the first hold icon display area 70B, a stop display of a performance pattern indicating a miss is performed.
[0580] Next, as shown in Figure 39(b), the display of the performance pattern 70a begins to change, and the first hold icons (CD icons) H11 and H12 displayed in the first display section 70B1 and the second display section 70B2 are shifted and displayed in the icon display area 70C and the first display section 70B1, respectively.
[0581] Here, the first hold icon (CD icon) H12 displayed on the second display portion 70B2 is changed in display mode to a blue character icon when it is shifted to be displayed on the first display portion 70B1. Also, at the same time as the CD icon is changed to the blue character icon and displayed, a second occurrence notification sound is output from the audio output device 9 for 0.5 seconds.
[0582] Then, as shown in Figure 39(c), the display of the variable effect pattern 70a stops at a combination indicating a miss (here, "164"), and the icon (CD icon) TH displayed in the icon display area 70C is erased.
[0583] Next, as shown in FIG. 39(d), the variable display of the performance pattern 70a starts, and the first reserved icon (blue character icon) H11 of the first display section 70B1 is shifted and displayed in the icon display area 70C.
[0584] Then, as shown in Figure 39(e), the "2" performance pattern 70a is displayed as a stopped display (temporary stopped display) in the variable display areas on the left and right of the performance pattern 70a that was being displayed as a change, while a reach effect is executed in which the performance pattern 70a is displayed as a change in the central variable display area.
[0585] 39(f), the "3" effect symbol 70a is stopped and displayed in the central variable display area, and the reach effect ends and the variable display ends. Here, since the variable display has ended, the icon (blue character icon) TH displayed in the icon display area 70C is erased.
[0586] (Timing chart for character action change pattern 01) Figures 40 and 41 are timing charts showing various timings when character action change pattern 01 is determined as the icon change pattern in the icon display mode update process and the display mode of the icon TH is changed to a red character icon.
[0587] The timing of T1 is the first frame after the start of the variable effect (the timing when the variable effect starts), and is the frame update timing of the start of the normal variable period during which the normal variable effect of the effect pattern 70a is performed. At this timing, drawing of image data b (background image, various variable effect images, various pattern images, various icon images, etc.) to the first frame buffer begins, display of image data a drawn in the second frame buffer begins on the image display device, and the normal variable effect display screen a is displayed on the image display device.
[0588] The timing of T2 is the 61st frame after the start of the variation effect, which is a frame update timing during the normal variation period. At this timing, the effect control unit 130m determines to execute the character action change ...
Claims
[Claim 1] In a gaming machine capable of executing a special game, a main control means capable of controlling the progress of a game; a performance control means capable of controlling a performance in accordance with a predetermined signal from the main control means; A variable display execution means for acquiring determination information based on the establishment of a start condition, and for executing a variable display of a pattern based on the determination of the determination information; a state control means for controlling the game machine to a predetermined game state and a specific game state that is more advantageous to the player than the predetermined game state; The display means can execute a variable effect of the effect pattern in accordance with the variable display, When the performance control means normally receives the predetermined signal from the main control means at a predetermined timing, it is possible to execute a specific performance related to the performance symbol, In a customer waiting state in which the variable display is not being executed, a specific image that makes the performance pattern invisible can be displayed on the display means, When a communication error occurs between the main control means and the performance control means while the specific image is being displayed, if the main control means acquires the determination information based on the establishment of a start condition, the new variable display can be executed under the control of the main control means, and the display of the specific image is continued based on the control of the performance control means without being based on a signal from the main control means, If the communication abnormality is resolved and the predetermined signal is received normally while the specific image is being displayed, the specific image is hidden and the performance pattern is made visible, When the performance pattern is temporarily stopped in the variable performance, it is possible to perform a performance operation on a predetermined element constituting the performance pattern, When the variable performance is temporarily stopped, the performance pattern can be displayed shifted from the stop display position, and when the performance pattern is displayed shifted from the stop display position, if the performance control means receives a start signal of the variable display, The gaming machine is characterized in that the performance pattern is displayed at the stop display position in response to the start of the variable display, and the variable performance of the performance pattern is started without waiting for the lapse of a predetermined stop display period.
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