Gaming machine
The gaming machine uses pre-judgment mechanisms and reserved game states to create engaging presentations, addressing the lack of interest in traditional game presentations and enhancing player enjoyment.
Patent Information
- Application Number
- JP2024121975
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-29
- Publication Date
- 2026-02-12
AI Technical Summary
Existing gaming machines lack engaging game presentations that enhance player interest and enjoyment.
The gaming machine incorporates a pre-judgment mechanism based on judgment information, allowing for special games and effects like crack effects on display elements without player operation, and reserves game states for enhanced presentation.
This enhances player engagement by increasing interest in the game through dynamic and interactive presentations.
Smart Images

Figure 2026021713000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In the gaming machine, when a game ball enters the start port, a special pattern is displayed in a changing manner on the pattern display, and when the jackpot pattern indicating a jackpot is displayed in a static state, a jackpot game is played in which the normally closed jackpot opening is opened, and a large number of prize balls can be won by the game ball entering the jackpot opening during the jackpot game.
[0003] Incidentally, when the special symbol is displayed in a changing manner or when the special symbol is not displayed in a changing manner, various game effects are performed using the effect images displayed on the image display device, movable parts, sounds output from the speaker, and the lighting / flashing of the lamp light-emitting element (see, for example, Patent Document 1). [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] Conventionally, there is still room for improvement in game presentation to increase the interest in games. An object of the present invention is to provide a gaming machine capable of executing game presentations that can increase the enjoyment of the game. [Means for solving the problem]
[0006] The present invention has the following configuration: Note that the reference numerals indicate an example of the correspondence with the components shown in the drawings to facilitate understanding of the present invention, and do not limit the technical scope of the present invention. The gaming machine (1) of the present invention acquires judgment information based on the establishment of a start condition, and when the judgment of the judgment information is executed and the variable display of the pattern results in a predetermined special result, it is capable of executing a special game that is advantageous to the player. It is equipped with a pre-judgment means that makes a pre-judgment based on the judgment information before the judgment is made, a storage means that can store the judgment information before the judgment is made as a reserved memory, and an operation means that can be operated by the player, and is capable of executing a specific effect (crack, crack) that changes a predetermined object (glass plate image) on a display means (liquid crystal, light guide plate) from a first state (default) to a second state (crack, picture crack precursor / picture crack precursor ⇒ picture crack), and is capable of executing a reserve change effect that changes a reserve icon corresponding to the reserve memory according to the result of the pre-judgment, and the specific effect (crack) can be executed without operating the operation means (continuous tap, single press) (a crack without operation), and when the specific effect (crack without operation) is executed and the predetermined object becomes hidden, the execution of the reserve change effect can be restricted. [Effects of the Invention]
[0007] According to the present invention, it is possible to increase the interest in the game. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is an oblique view of the rear side of the gaming machine. [Figure 3] A cross-sectional view of the second large prize winning device. [Figure 4] 2 is a block diagram showing the configuration of a control system of the gaming machine. FIG. [Figure 5] FIG. 10 is a diagram for explaining details of a performance indicator. [Figure 6] FIG. 2 is a block diagram of an image control unit. [Figure 7] FIG. 10 is a diagram showing a jackpot determination table. [Figure 8] FIG. 10 is a diagram showing a special symbol determination table. [Figure 9]FIG. 10 is a diagram showing a first-class jackpot game control table. [Figure 10] A diagram showing a big prize opening opening / closing control table for a first-class big prize game. [Figure 11] 1A is a diagram showing a small win game control table, a large prize opening / closing control table for small win games, and a specific area opening / closing control table for small win games. FIG. [Figure 12] FIG. 10 is a diagram showing a second type big win game control table. [Figure 13] A diagram showing a big prize opening opening / closing control table for a second type big prize game. [Figure 14] FIG. 10 is a diagram showing a game status setting table. [Figure 15] A figure showing a variation pattern determination table for non-time-shortened gaming states. [Figure 16] A figure showing a variation pattern determination table for non-time-saving game state (remaining reservation of second special pattern). [Figure 17] A figure showing a variation pattern determination table for a time-saving game state. [Figure 18] A figure showing a fluctuation pattern determination table for the time-saving game state (final time-saving fluctuation). [Figure 19] This figure shows (a) a winning determination table for normal symbols, (b) a stopping symbol determination table for normal symbols, (c) a variation pattern determination table for normal symbols, and (d) a table for determining the opening mode of the second starting port. [Figure 20] 10 is a flowchart of main processing by the main control board. [Figure 21] 10 is a flowchart of an RWM clear process performed by the main control board. [Figure 22] 10 is a flowchart of a timer interrupt process by the main control board. [Figure 23] 10 is a flowchart of an input control process performed by the main control board. [Figure 24] This is a flowchart of the first start port detection switch input processing by the main control board. [Figure 25]This is a flowchart of the second start port detection switch input processing by the main control board. [Figure 26] 10 is a flowchart of gate detection switch input processing by the main control board. [Figure 27] 10 is a flowchart of specific area detection switch input processing by the main control board. [Figure 28] 10 is a flowchart of a reference value counter update process performed by the main control board. [Figure 29] 10 is a flowchart of the special diagram special electric control processing by the main control board. [Figure 30] 10 is a flowchart of the special symbol memory determination process by the main control board. [Figure 31] 10 is a flowchart of the jackpot determination process by the main control board. [Figure 32] This is a flowchart of the special chart variation pattern determination process by the main control board. [Figure 33] 10 is a flowchart of special pattern change processing by the main control board. [Figure 34] 10 is a flowchart of the special symbol stopping process by the main control board. [Figure 35] 10 is a flowchart of a round start flag determination process performed by the main control board. [Figure 36] 10 is a flowchart of a round start process performed by the main control board. [Figure 37] 10 is a flowchart of the jackpot game processing by the main control board. [Figure 38] 10 is a flowchart of small win game processing by the main control board. [Figure 39] 10 is a flowchart of the second type jackpot game transition process. [Figure 40] 10 is a flowchart of the jackpot game ending process by the main control board. [Figure 41] 10 is a flowchart of the normal power control process by the main control board. [Figure 42] This is a flowchart of the normal pattern change processing by the main control board. [Figure 43]10 is a flowchart of auxiliary game processing by the main control board. [Figure 44] 10 is a flowchart of a customer waiting control process performed by the main control board. [Figure 45] 10 is a flowchart of a performance display data setting process performed by the main control board. [Figure 46] 10 is a flowchart of an abnormality determination process performed by the main control board. [Figure 47] 10 is a flowchart of a magnetic error determination process performed by the main control board. [Figure 48] 10 is a flowchart of a radio wave error determination process performed by the main control board. [Figure 49] 10 is a flowchart of a complete function operation determination process performed by the main control board. [Figure 50] This is a slump graph showing the relationship between the difference in balls and the reference value counter. [Figure 51] This is a slump graph showing the relationship between the difference in balls and the reference value counter. [Figure 52] 10 is a diagram showing an example of the types of signals output from a game information output terminal board. FIG. [Figure 53] 10 is a flowchart of main processing by the performance control unit. [Figure 54] 10 is a flowchart of timer interrupt processing by the performance control unit. [Figure 55] 10 is a flowchart of a command analysis process performed by the performance control unit. [Figure 56] 10 is a flowchart of a command analysis process performed by the performance control unit. [Figure 57] 10 is a flowchart of a command analysis process performed by the performance control unit. [Figure 58] 10 is a flowchart of customer waiting performance processing by the performance control unit. [Figure 59] 1 is a diagram showing a customer waiting demonstration performance information table, and FIG. 2 is a diagram showing a warning information table. [Figure 60] FIG. 10 is a diagram showing the display mode of the customer waiting demo performance. [Figure 61]10 is a flowchart of an icon change effect determination process performed by the effect control unit. [Figure 62] FIG. 10 is a diagram showing an icon final display mode determination table. [Figure 63] 10 is a flowchart of the process of determining the consecutive preview performance by the performance control unit. [Figure 64] A figure showing a continuous preview performance type determination table for normal mode. [Figure 65] A figure showing a continuous preview performance type determination table for the time-saving mode. [Figure 66] 10 is a flowchart of a process for determining a variable presentation pattern by a presentation control unit. [Figure 67] A figure showing a variable presentation pattern determination table for normal mode. [Figure 68] A figure showing a variable presentation pattern determination table for time-saving mode. [Figure 69] 10 is a flowchart of the process of determining the big win preview effect by the effect control unit. [Figure 70] FIG. 10 is a diagram showing a pre-reach notice determination table. [Figure 71] FIG. 10 is a diagram showing a dialogue preview pattern determination table. [Figure 72] FIG. 10 is a diagram showing a step-up notice pattern determination table. [Figure 73] FIG. 10 is a diagram showing a development effect pattern determination table. [Figure 74] FIG. 10 is a diagram showing a cut-in effect pattern determination table. [Figure 75] FIG. 10 is a diagram showing a deciding effect pattern determination table. [Figure 76] FIG. 10 is a diagram showing a pattern highlighting effect information table. [Figure 77] A figure showing a jackpot pattern matching performance information table. [Figure 78] FIG. 10 is a diagram showing a re-lottery effect determination table. [Figure 79] FIG. 10 is a diagram showing a fixed effect pattern determination table. [Figure 80]FIG. 10 is a diagram showing a revival effect pattern determination table. [Figure 81] FIG. 10 is a diagram showing an opening performance information table. [Figure 82] 10 is a flowchart of the notification process before the complete function is activated by the performance control unit. [Figure 83] 10 is a flowchart of the complete function activation notification process performed by the performance control unit. [Figure 84] 10A and 10B are explanatory diagrams relating to the notification form and execution period of the notification regarding the complete function. [Figure 85] A figure showing whether or not the execution of the complete function operation warning (advance notice) continues when an error occurs during the execution of the complete function operation warning (advance notice). [Figure 86] 10 is a flowchart of a main process performed by an image control unit. [Figure 87] 10 is a flowchart of an animation pattern setting process performed by an image control unit. [Figure 88] 10A and 10B are diagrams illustrating an example of a complete function activation warning notification image. [Figure 89] 10A and 10B are diagrams illustrating an example of a complete function activation warning notification image. [Figure 90] FIG. 10 is a diagram showing a display example of a complete function activation advance notification image. [Figure 91] 10A and 10B are diagrams illustrating an example of a complete function activation notification image. [Figure 92] 10 is a flowchart of a main process performed by a lamp control unit. [Figure 93] FIG. 10 is a diagram showing a rainbow light emission effect information table. [Figure 94] A figure showing an example of the light emission pattern of a rainbow light emission effect. [Figure 95] A figure showing an example of the variable presentation of a jackpot in normal mode. [Figure 96] This is a diagram showing an example of a successful decision effect in the SPSP reach effect. [Figure 97] A figure showing examples of jackpot notification effects and jackpot effects. [Figure 98] FIG. 10 is a diagram showing an example of a presentation in which promotion is successful in a re-draw presentation. [Figure 99] A figure showing an example of a presentation when the revival is successful. [Figure 100] This is a diagram showing an example of a presentation in which a small win in time-saving mode leads to a big win. [Figure 101] A figure showing an example of the variable presentation of a jackpot in time-saving mode. [Figure 102] This figure shows an example of a presentation in which a complete function activation warning notification image is displayed during a jackpot variation presentation. [Figure 103] This is an example of a presentation in which a complete function activation notice image is displayed during a jackpot presentation. [Figure 104] This is an example of a presentation in which a complete function activation notice image is displayed during a small win presentation. [Figure 105] This figure shows an example of a presentation in which a complete function activation warning image is displayed during a variable presentation in time-saving mode. [Figure 106] A figure showing a table for determining strong preview performance patterns when winning. [Figure 107] FIG. 10 is an explanatory diagram of the configuration of the cracking effect. [Figure 108] FIG. 10 is a diagram showing a crack precursor display pattern information table. [Figure 109] FIG. 10 is a diagram showing a proximity effect pattern information table. [Figure 110] FIG. 10 is a diagram showing a crack display pattern information table. [Figure 111] A diagram showing a break effect pattern determination table (pseudo consecutive effects). [Figure 112] FIG. 10 is a diagram showing a break effect pattern determination table (reach effect). [Figure 113] FIG. 10 is a diagram showing a break effect pattern determination table (reach effect). [Figure 114] A figure showing a table of information on break-off effect patterns at the time of a deciding effect. [Figure 115] A figure showing a table of information on breakage effect patterns during revival effects. [Figure 116] A figure showing a table of information on breakage effect patterns during re-lottery effects. [Figure 117] A figure showing a table of information on breakage effect patterns during a jackpot effect. [Figure 118] FIG. 10 is a diagram showing a continuous break effect pattern determination table. [Figure 119] FIG. 10 is a diagram showing a special blackout effect pattern determination table. [Figure 120] This is a diagram showing an example of a presentation when a strong preview presentation is executed when a prize is won. [Figure 121] A figure showing an example of a break effect during a pseudo-consecutive change effect. [Figure 122] This is a diagram showing an example of a presentation in which the crack progresses and ends without breaking. [Figure 123] FIG. 10 is a diagram showing an example of a break effect in a normal reach effect. [Figure 124] This is a diagram showing an example of a presentation in which the crack progresses and ends without breaking. [Figure 125] FIG. 10 is a diagram showing an example of a crack progressing and breaking. [Figure 126] A figure showing an example of a break effect in an SP reach effect. [Figure 127] This is a diagram showing an example of a break effect involving button operation in a failed SPSP reach effect. [Figure 128] This is a diagram showing an example of a cracking effect involving button operation in an SP reach effect. [Figure 129] FIG. 10 is a diagram showing an example of a breaking effect in a deciding effect. [Figure 130] FIG. 10 is a diagram showing an example of a cracking effect in a round effect. [Figure 131] This is a diagram showing a continuation of the example of Figure 130. [Figure 132] A figure showing an example of a cracking effect during a revival effect. [Figure 133] This is a diagram showing example 1 of a break effect in a re-lottery effect. [Figure 134] This is a diagram showing example 2 of the break effect in the re-lottery effect. [Figure 135] FIG. 10 is a diagram showing an example of a cracking effect in a round effect. [Figure 136] This is a diagram showing a continuation of the example of Figure 135. [Figure 137] FIG. 10 is a diagram showing an example of a special blackout effect in a round effect. [Figure 138] FIG. 10 is a diagram showing example 1 of a special blackout effect in time-saving mode. [Figure 139] A figure showing example 2 of the special blackout effect in time-saving mode. [Figure 140] This is a diagram showing a continuation of the example of Figure 139. [Figure 141] This is a diagram showing a continuation of the example of Figure 140. [Figure 142] FIG. 10 is a diagram showing an example of a special blackout effect in normal mode. [Figure 143] FIG. 10 is a diagram showing an example of a mode switching effect in normal mode. [Figure 144] An explanatory diagram regarding the fluctuating period of the crack display and the static period after the fluctuating period in the change effect. DETAILED DESCRIPTION OF THE INVENTION
[0009] The present embodiment will be specifically described below with reference to the drawings.
[0010] (Configuration of gaming machine) First, the configuration of the gaming machine 1 will be specifically described with reference to Figures 1 and 2. Figure 1 is an example of a front view of the gaming machine 1 in this embodiment. Also, Figure 2 is a perspective view of the back side of the gaming machine 1 in this embodiment.
[0011] In a pachinko gaming machine serving as a gaming machine 1, an opening / closing frame 2B (inner frame) is attached so as to be freely opened and closed to an outer frame 2A attached to the island structure of a gaming hall, and an opening / closing door 3 is attached so as to be freely opened and closed to the opening / closing frame 2B. A window 3a is formed in the opening / closing door 3, and a transparent plate 3b is attached to the window 3a. The left end of the opening / closing door 3 is supported on the left end of the opening / closing frame 2B so as to be freely rotatable about a vertical axis, and a key cylinder 3c that locks the opening / closing door 3 to the opening / closing frame 2 is attached to the right end of the opening / closing door 3. A game board 4 is attached to the opening / closing frame 2B, and a game area 4a is formed between the game board 4 and the transparent plate 3b in front of it, allowing game balls to flow down, and this game area 4a is opened and closed by the opening / closing door 3.
[0012] The door 3 is provided with a frame lighting device 27 (frame lamp) and a storage tray 5 (receptacle) for storing game balls below the window 3a. The storage tray 5 is provided with a performance button device 6A and a selection button device 6B, which function as input devices for performing decision operations and selection operations related to various performances, lined up on the left and right.
[0013] The audio output devices 9 are provided in two locations above the opening and closing door 3, and output background music (BGM), sound effects (SE), and the like to produce sound effects using music and voice.
[0014] The frame lighting device 27 (frame lamp) includes a plurality of lamp light emitters provided on the outer periphery of the window 3a. The plurality of lamp light emitters include a left frame lamp light emitter (first region) 27a provided on the left side of the outer periphery of the window 3a and a right frame lamp light emitter (second region) 27b provided on the right side of the outer periphery of the window 3a. Each of the plurality of lamp light emitters includes one or more LED boards on which a plurality of LEDs are distributed, and a decorative cover that covers the front side of the LED board.
[0015] The decorative cover is made of a translucent synthetic resin, and is roughened over almost the entire surface to diffusely reflect the light from the LEDs. The LEDs are full-color LEDs, capable of emitting multiple colors. The lighting effects are achieved by changing the direction of light irradiation and the color of light emitted from each of the multiple lamp light emitters.
[0016] The effect button device 6A includes an effect button 6a capable of performing a decision operation (operation input) and button operation effects, an effect button detection switch 6b (see FIG. 4) for detecting the operation of the effect button 6a, a button drive motor 6c (see FIG. 4) for switching the effect button 6a between a normal state and a protruding state positioned higher than the normal state, a button vibration motor 6d (see FIG. 4) for switching the effect button 6a between the normal state and a vibration state in which it vibrates in a predetermined manner, and a button light-emitting LED 6e (see FIG. 4) for switching the effect button 6a between a non-illuminated state and a light-emitting state in which it emits light in a predetermined manner. The button light-emitting LED 6d is a so-called full-color LED that is capable of emitting light in multiple colors. A player can input predetermined information into the gaming machine 1 by operating the effect button 6a.
[0017] The selection button device 6B is provided with cross key buttons 6f (hereinafter referred to as cross key) (up key button, down key button, right key button, left key button) as selection buttons that can perform operations such as selection, and a cross key detection switch 6g (see Figure 4) for detecting the operation of the cross key, so that the player can input specified information into the gaming machine 1 by operating the cross key.
[0018] A launch handle 7 is attached to the lower right side of the storage tray 5. When the launch handle 7 is rotated, game balls introduced from the storage tray 5 to the launch position are launched, and if multiple game balls are stored in the storage tray 5, multiple game balls are launched continuously at intervals of approximately 0.6 seconds. The launched game balls are guided by a guide rail 8 and introduced to the top of the play area 4a. The launch of game balls can be temporarily stopped by the player operating a launch stop button (not shown) provided on the launch handle 7.
[0019] A board lighting device 23 (board lamp) is provided on the front side of the gaming board 4. The board lighting device 23 (board lamp) has a plurality of lamp light emitters 23a, 23b arranged along the periphery of the screen of the liquid crystal display device 16. The plurality of lamp light emitters 23a, 23b include a left-side board lamp light emitter (first region) 23a in which a plurality of LEDs are distributed on the left side of the periphery of the screen, and a right-side board lamp light emitter (second region) 23b in which a plurality of LEDs are distributed on the right side of the periphery of the screen. The LEDs are so-called full-color LEDs and are configured to be capable of emitting multiple colors. Lamp light-emitting effects are achieved by changing the irradiation direction and emission color of each of the plurality of lamp light emitters.
[0020] As shown in Figure 1, the game area 4a is provided with a number of obstacle nails K, a windmill F, a first starting opening 10, a starting opening device 11 having an opening / closing second starting opening 11a, a gate 12, a large prize opening device 13 having an opening / closing large prize opening 13a, a specific prize opening device 14 having an opening / closing specific prize opening 14a, and a number of general prize openings 21 arranged as shown.
[0021] The first start gate 10, the gate 12, and the general winning gate 21 are respectively equipped with a first start gate switch 10a, a gate detection switch 12a, and a general winning gate switch 21a for detecting game balls that have entered (see FIG. 4). In this embodiment, the terms "entering a ball" and "winning" are intended to include "passing through."
[0022] The start port device 11 has a second start port 11a, an opening / closing member 11b that opens and closes the second start port 11a, a second start port detection switch 11c that detects a game ball that has entered the second start port 11a, and a second start port opening / closing solenoid 11d that drives the opening / closing member 11b to open and close. The second start port 11a can be operated by the opening / closing member 11b and the second start port opening / closing solenoid 11d to be in a closed state in which it is difficult or impossible for a game ball to enter, and in an open state in which it is easy for a game ball to enter.
[0023] Between the first starting hole 10 and the second starting hole 11a, a winning hole lamp NR (Figure 4) is provided to illuminate the areas around the first starting hole 10 and the second starting hole 11a in a predetermined manner (blue, red, or flashing).
[0024] First large prize opening device 13 has first large prize opening 13a, opening / closing member 13b that opens and closes first large prize opening 13a, first large prize opening detection switch 13c that detects gaming balls that have entered first large prize opening 13a, and first large prize opening opening / closing solenoid 13d that drives opening and closing member 13b. First large prize opening 13a can be operated by opening / closing member 13b and first large prize opening opening opening solenoid 13d to either a closed state in which it is difficult or impossible for gaming balls to enter, or an open state in which it is easy for gaming balls to enter.
[0025] The second large prize opening device 14 has a second large prize opening 14a, an opening / closing member 14b that opens and closes the second large prize opening 14a, a second large prize opening detection switch 14c that detects a gaming ball that has entered the second large prize opening 14a, and a second large prize opening opening / closing solenoid 14d that drives the opening / closing member 14b to open and close. The second large prize opening 14a can be operated by the opening / closing member 14b and the second large prize opening opening / closing solenoid 14d to switch between a closed state in which it is difficult or impossible for a gaming ball to enter, and an open state in which it is easy for a gaming ball to enter.
[0026] As shown in Figure 3, inside the second large prize opening 14a there are provided a second large prize opening detection switch 14c, a specific area 14e through which game balls can pass, a specific area detection switch 14f that detects game balls that have passed through the specific area 14e, a non-specific area 14g through which game balls other than the specific area 14e can pass, and a sorting device 22 that can be operated between an initial state and an operating state so that a game ball that has entered the second large prize opening 14a passes through either the specific area 14e or the non-specific area 14g.
[0027] The sorting device 22 has a sorting member 22a and a sorting solenoid 22b that drives the sorting member 22a, and when the sorting device 22 is in its initial state, the sorting member 22a is in a position where it can guide a game ball that has entered the second large prize opening 14a to a non-specific area 14g, and when the sorting device 22 is in its operating state, the sorting member 22a is in a position where it can guide a game ball that has entered the second large prize opening 14 to a specific area 14e. When the gaming ball that has entered the second big winning hole 14a passes through the specific area 14e, a big win game (a second type big win game) that is an extension of the small win game described later is executed.
[0028] In the gaming machine 1 of this embodiment, when a player rotates the launch handle 7 to launch a gaming ball into the gaming area 4a, the launch strength of the gaming ball can be adjusted by the amount of rotation (rotation angle) of the launch handle 7, allowing the player to select between a so-called "left hit" and a "right hit." In a "left hit," the gaming ball falls through the left gaming area 4a1 located on the left side of the center device 15, and in a "right hit," the gaming ball passes through a right hit passage formed above the center device 15, moves to the right gaming area 4a2 located on the right side of the center device 15, and falls downstream of the right gaming area 4a2.
[0029] When a game ball launched into the game area 4a enters one of the multiple winning holes 10, 11a, 13a, 14a, and 21, a set number of game balls (several to several dozen) for each winning hole 10, 11a, 13a, 14a, and 21 are paid out to the storage tray 5 as prize balls.
[0030] If a game ball launched into the game area 4a does not enter any of the multiple winning holes 10, 11a, 13a, 14a, 21, it is finally discharged outside the game area 4a from a discharge hole 28 formed at the most downstream part of the game area 4a.
[0031] A first game information display device 19 that displays game information relating to the progress of the game is provided on the lower left outside of the game area 4a. The first game information display device 19 is controlled by a main control board 110. The first game information display device 19 has a plurality of LEDs (light-emitting elements) arranged in four slanted rows along the outer guide rail 8 and the left and bottom edges of the game board 4. These multiple (32) LEDs (light-emitting elements) constitute a first special symbol first display 19a, a second special symbol first display 19b, a normal symbol first display 19c, a first special symbol reserved first display 19d, a second special symbol reserved second display 19e, a normal symbol reserved first display 19f, a right-hit first display 19j, and a setting display 19k.
[0032] The first special symbol first display 19a is a variable display for displaying (informing) the result of a first special symbol lottery that is held on the condition that a gaming ball enters the first starting hole 10. The second special symbol first display 19b is a variable display for displaying (informing) the result of a second special symbol lottery that is held on the condition that a gaming ball enters the second starting hole 11a. The first normal symbol display 19c is a variable display for displaying (informing) the result of a normal symbol lottery that is held on the condition that the gaming ball passes through the gate 12.
[0033] The first special pattern lottery involves obtaining special pattern determination information when a game ball enters the first starting hole 10, making a jackpot determination based on the obtained special pattern determination information as to whether it is a "jackpot," a "small jackpot," or a "miss," and then making a first special pattern determination based on the determination result to determine the first special pattern to be displayed stopped on the first special pattern first display 19a.
[0034] When the first special symbol lottery is held, the first special symbol first display 19a displays a variable first special symbol, and after a predetermined time has passed, the first special symbol showing the lottery result is displayed stationary. In other words, the stationary display of the first special symbol serves as notification of the lottery result.
[0035] The second special pattern lottery involves obtaining special pattern determination information when a game ball enters the second starting hole 11a, making a jackpot determination based on the obtained special pattern determination information as to whether it is a "jackpot," a "small jackpot," or a "miss," and then making a second special pattern determination based on the determination result to determine the second special pattern to be displayed stopped on the second special pattern first display 19b.
[0036] When the second special symbol lottery is held, the second special symbol first display 19b displays a variable second special symbol, and after a predetermined time has passed, the second special symbol showing the lottery result is displayed as a static display. In other words, the static display of the second special symbol serves as notification of the lottery result.
[0037] The first special symbol first display 19a and the second special symbol first display 19b are each composed of multiple LEDs, and the LEDs of the corresponding display blink at predetermined intervals or in a predetermined sequence when each special symbol changes. When a special symbol is displayed in a static state, one or more LEDs light up in a manner that indicates the result of each special symbol lottery (hereinafter, the first special symbol lottery and the second special symbol lottery may be collectively referred to as the "special symbol lottery"). In other words, the type of jackpot can be determined by the lighting pattern of the LEDs of the first special symbol first display 19a and the second special symbol first display 19b.
[0038] If the special pattern lottery determines that a "jackpot (Type 1 jackpot)" has been won, a jackpot game (special game) will be played in which a round game in which the first large prize opening 13a is opened in a predetermined manner is played a predetermined number of times (for example, 3, 6, or 9 times).
[0039] The maximum number of times and maximum opening time of the first major winning port 13a in each round of play are predetermined, but one round of play ends when a predetermined number of game balls (for example, 10 balls) enter the first major winning port 13a even before the maximum number of times and maximum opening time are reached. In other words, the "jackpot game (special game)" is an advantageous game state for players who can easily win prize balls.
[0040] If the special symbol lottery results in a "small win," a small win game is played in which the second large winning opening 14a is opened in a predetermined manner. When the game ball that enters the second large prize opening 14a passes through the specific area 14e, a jackpot is awarded (a second type jackpot), and a jackpot game (special game) is played in which a round game in which the first large prize opening 13a is opened in a predetermined manner is played a predetermined number of times (for example, 3, 6, or 9 times).
[0041] The normal pattern lottery involves obtaining normal pattern determination information when the game ball passes through gate 12, making a hit determination based on the obtained normal pattern determination information to determine whether or not it is a "win," and then making a normal pattern determination based on the result of the determination to determine the normal pattern to be displayed stopped on the first normal pattern display 19c.
[0042] When the normal symbol lottery is held, the normal symbol first display 19c displays a variable normal symbol, and after a predetermined time has passed, the normal symbol showing the lottery result is displayed as a still image. In other words, the still image of the normal symbol serves as a notification of the lottery result.
[0043] The normal symbol first display 19c is composed of one or more LEDs, and the LEDs flash at a predetermined interval or in a predetermined sequence when displaying the normal symbol. When the normal symbol is displayed in a static state, one or more LEDs light up in a manner that indicates the result of the normal symbol lottery (a manner that indicates the type of normal symbol). In other words, the type of win, which will be described later, can also be determined by the lighting mode of the LEDs of the normal symbol first display 19c.
[0044] When the normal symbol lottery results in a "win," a winning game (auxiliary game) is played in which the second starting port 14a goes into the second state (open state) and then goes into the first state (closed state). The maximum number of times and maximum opening time of the second start port 14a 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, 10 balls) enter the second start port 14a, 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 is likely to be established).
[0045] The first special symbol reservation first indicator 19d is composed of a plurality of LEDs, and is for displaying the number of rights (hereinafter referred to as "first reservations") for performing the first special symbol lottery that are stored when a gaming ball enters the first starting hole 10, and lights up or flashes in a manner that indicates the number of first reservations. In this embodiment, a maximum of four first reservations can be stored.
[0046] The second special symbol reserve first display 19e is composed of multiple LEDs and is intended to display the number of rights (hereinafter referred to as "second reserves") to hold a second special symbol lottery that are stored when a gaming ball enters the second starting hole 11a, and lights up or flashes in a manner that indicates the number of second reserves. In this embodiment, a maximum of four second reserves can be stored. In the following explanation, the term "number of first reserves" may be expressed as "first reserve number," and the term "number of second reserves" may be expressed as "second reserve number."
[0047] The first normal symbol reserve display 19f is composed of multiple LEDs and is used to display the number of rights (hereinafter referred to as "normal symbol reserves") to make a normal symbol winning judgment (displaying the normal symbol fluctuations) that are stored when the gaming ball passes through the gate 12, and lights up or flashes in a manner that indicates the number of normal symbol reserves. In this embodiment, a maximum of four normal symbol reserves can be stored. In the following explanation, the term "number of normal symbol reserves" may be expressed as "number of normal symbol reserves."
[0048] The right-hit first indicator 19j is composed of one LED (light-emitting element) and is used to indicate whether or not the so-called "right hit", which fires the game ball into the right-side game area 4a2, is recommended.When the game state is a "time-shortened game state", when a small win game is being played, or when a big win game is being played, in other words, when "right hit" is recommended, the LED is lit, and when right hit is not recommended (in other words, so-called "left hit" is recommended), the LED is turned off.
[0049] The first special symbol first display 19a and / or the second special symbol first display 19b can also be configured with a 7-segment LED. For example, if the special symbol lottery is won, a static "7" is displayed, and if the special symbol lottery is lost, a static "-" is displayed, and during the variable display, the LED may be turned off and the "-" may be alternately displayed. Note that the variable display of the special symbol starts from the state where the previous static display was displayed, so starting with the LED being turned off makes it easier to understand that the variable display has started.
[0050] A center device 15 is attached approximately in the center of the gaming board 4. The center device 15 is provided with a frame (decorative frame) 15a that restricts the entry of gaming balls into the center device 15, and this frame 15a is fitted into an opening (not shown) formed in the gaming board 4. A warp device 15b is provided on the left side of the frame 15a, which can introduce gaming balls flowing down the gaming area 4a into the frame 15a. A center stage 15c on which gaming balls can roll is provided below the frame 15a, and gaming balls introduced into the frame 15a by the warp device 15b roll on the center stage 15c via the warp passage of the warp device 15b and flow down below the frame 15a.
[0051] An image display device 16 (main liquid crystal display) consisting of a liquid crystal display is provided at the back center of the performance space 15A defined inside the frame body 15a of the center role device 15. Image display devices (sub-liquid crystal displays) consisting of liquid crystal displays may also be provided on both the left and right sides of the opening / closing frame 2B (inner frame).
[0052] A light-transmitting light guide plate (not shown) is provided on the front side of the image display device 16, covering the front end side of the performance space 15A inside the frame body 15a. A plurality of light guide plate LEDs 23A (see FIG. 4) are arranged along the edge of this light guide plate, and a lens member (not shown) is arranged between the end face of the light guide plate and the light guide plate LEDs 23A. The light guide plate LEDs 23A include one or more LED boards on which a plurality of LEDs (light emitters) are distributed. The LEDs are so-called full-color LEDs, and are configured to be able to emit light in multiple colors.
[0053] The surface of the light guide plate is formed with many minute recesses that reflect light that has entered the light guide plate from the light guide plate LED23A through the lens member, and a high-density collection of these minute recesses forms, for example, characters or patterns. As a result, when the light guide plate LED23A lights up in a predetermined color, characters or patterns (for example, crack patterns) are displayed on the light guide plate.
[0054] At the upper side of the performance space 15A, there are provided a first movable performance member 17A (performance prop) that resembles a "sword" and a second movable performance member 17B (performance prop) that resembles a "signboard" with the title of the gaming machine 1, and the second movable performance member 17B is disposed in front of the first movable performance member 17A. At the right side of the performance space 15A, there is provided a third movable performance member 17C (performance prop) that resembles a "sword" that is larger in size than the "sword" of the first movable performance member 17A.
[0055] The first movable performance member 17A is composed of a sheath simulating a sheath and a blade portion housed in the sheath, and the blade portion can move left and right as it is driven by a board drive device 17 equipped with a stepping motor, and can perform a performance in which the blade portion moves left from a state in which it is housed in the sheath, and the blade portion is drawn from the sheath. A movable performance member LED 17a is provided on the front of the first movable performance member 17A to perform a light-emitting performance that changes between a light-off state and a light-emitting state in which it emits light in a predetermined manner. The movable performance member LED 17a is equipped with one or more LED boards on which multiple LEDs (light emitters) are distributed. The LEDs are so-called full-color LEDs and are configured to be able to emit light in multiple colors. The movable performance member LED 17a is part of the board lighting device 23.
[0056] The second movable performance member 17B is driven by the board drive device 17 and can move up and down, and can perform a performance action in which it moves down from the upper side of the performance space 15A and appears in front of the screen of the image display device 16. On the front side of the second movable performance member 17B, there is provided a movable performance member LED 17b for performing a light-emitting performance that changes between a light-off state and a light-emitting state in which light is emitted in a predetermined manner. The movable performance member LED 17b has one or more LED boards on which multiple LEDs (light emitters) are distributed. The LEDs are so-called full-color LEDs and are configured to be able to emit light in multiple colors. The movable performance member LED 17b is part of the board lighting device 23.
[0057] The third movable performance member 17C is composed of a sheath portion simulating a sheath and a blade portion housed in the sheath portion, and the blade portion can be moved up and down by being driven by the board drive device 17, and the blade portion can move upward from a state in which it is housed in the sheath portion, thereby performing a performance action in which the blade portion is pulled out of the sheath portion.
[0058] Furthermore, the third movable performance member 17C can be tilted around its lower end as a fulcrum by being driven by the board drive device 17, and can tilt from a state in which the blade is drawn from the sheath toward the front of the central area of the screen of the image display device 16 to perform a performance of slashing an opponent with the sword. On the front of the third movable performance member 17C, there is provided a movable performance member LED 17c for performing a light-emitting performance that changes between a light-off state and a light-emitting state in which light is emitted in a predetermined manner. The movable performance member LED 17c is equipped with one or more LED boards on which multiple LEDs (light emitters) are distributed. The LEDs are so-called full-color LEDs and are configured to be able to emit light in multiple colors. The movable performance member LED 17c is part of the board lighting device 23.
[0059] In this way, the first movable performance member 17A, the second movable performance member 17B and the third movable performance member 17C are each equipped with movable performance member LEDs 17a to 17c, and are capable of producing light-emitting performances in which the blade and title light up in a predetermined manner during standby or while a performance operation is being performed.
[0060] On the screen of the image display device 16, various effect images (including videos) are displayed in accordance with the progress (development) of the game. The display effects include a customer waiting effect that is displayed when the variable display of the special symbol on the first special symbol display devices 19a and 19b is not being executed, a variable effect including a variable display of the effect symbol 16a corresponding to the variable display of the special symbol on the first special symbol display devices 19a and 19b, a big win effect that is displayed during the execution of a big win game, a small win effect that is displayed during the execution of a small win game, etc.
[0061] In the variable effect displayed on the screen of the image display device 16, three effect patterns 16a (left pattern, center pattern, right pattern) are displayed to scroll vertically. Note that the manner in which the effect patterns 16a are displayed to change is not limited to this, and they may rotate (spin) on the spot or scroll horizontally.
[0062] The performance pattern 16a is composed of, for example, an identification part consisting of code information of numbers or letters indicating "1" to "9" or "one" to "nine", or is composed of an identification part and a decorative part consisting of predetermined decorative information (accompanying information) such as a character image (for example, an animal character such as a cat or dog) or a decorative frame image that is attached to the periphery (vicinity) of the identification part. The variable display of the performance pattern 16a is performed in response to the variable display of the special pattern executed by the first special pattern first display 19a and the second special pattern first display 19b. That is, the variable display of the performance pattern 16a is started in response to the start of the variable display of the special pattern, and the variable display of the performance pattern 16a is stopped in response to the stop of the variable display of the special pattern.
[0063] In the stop display of the effect symbols 16a, the effect symbols 16a are stopped for a predetermined time in a predetermined mode (miss mode, small win mode, big win mode, etc.) that indicates the result of the big win determination. For example, the big win mode is a combination of the same effect symbols 16a such as "777", the small win mode is a combination of effect symbols 16a with a regularity such as "357", and the miss mode is a combination of effect symbols 16a other than the big win mode and small win mode.
[0064] During the variable display of the display pattern 16a, various display images (including videos) such as preview display images, reach display images, background images, character images, etc. are displayed on the screen of the image display device 16 according to the result of the jackpot determination, thereby increasing the player's anticipation of the jackpot occurring.
[0065] The screen of the image display device 16 is formed with a first hold icon display area 16b for displaying a number of first hold icons (e.g., "◎") corresponding to the first hold number (U1), a second hold icon display area 16c for displaying a number of second hold icons (e.g., "◎") corresponding to the second hold number (U2), and a variable icon display area 16d for displaying a variable icon (e.g., "◎" with a display size larger than that of the hold icon) corresponding to the variable display of the special pattern (performance pattern 16a) currently being executed.
[0066] The screen of the image display device 16 is formed with a first reserved number display area 16e for displaying the first reserved number indicating the current first reserved number (U1), a second reserved number display area 16f for displaying the second reserved number indicating the current second reserved number (U2), and a special pattern display area TZ for displaying the special pattern which changes in response to the changing display of the special pattern and the changing display of the performance pattern 16a.
[0067] The special symbols are composed only of the numbers "1" to "9," and are displayed, for example, as reduced symbols that are smaller than the normal display size of the effect symbols 16a. The variable display of the special symbols in the special symbol display area TZ is continuously performed in a fixed display mode (a display mode in which the numbers are switched in order) from the start of the variable display of the special symbols and the variable display of the effect symbols until they are stopped, and the special symbols are not disappeared from the screen or blocked by the effect operation of the movable effect members 17A to 17C, that is, the special symbols are always displayed in a visible state regardless of the progress of the effect.
[0068] On the other hand, the variable display of the performance symbol 16a may become invisible on the screen depending on the progress of the performance. Therefore, the variable display of the special symbol corresponds to the variable display of the performance symbol 16a, and continues to be displayed in a visible state regardless of the progress of the performance, so it also functions as a variable display of the performance symbol.
[0069] The first hold icon display area 16b is divided into a first display section, a second display section, a third display section, and a fourth display section from the side closest to the variable icon display area 16d, and the first display section to the fourth display section display a number of first hold icons corresponding to the first hold number (U1).
[0070] The second hold icon display area 16c is divided into a first display section, a second display section, a third display section, and a fourth display section from the side closest to the variable icon display area 16d, and the first to fourth display sections display a number of second hold icons corresponding to the second hold number (U2).
[0071] Like the special symbols, the display of the reserved numbers in the first and second reserved number display areas 16e, 16f will not disappear from the screen of the image display device 16 or be obscured by the performance action of the movable performance members 17A to 17C, i.e., they will always be displayed in a visible state regardless of the progress of the performance.
[0072] As shown in FIG. 2, on the back side of the opening / closing frame 2B and the game board 4, there are a payout device 100 for paying out game balls based on the establishment of predetermined payout conditions (prize balls, ball loans), a game ball storage section 101 for storing game balls supplied from an island facility or the like and supplying them to the payout device 100, a main control device 110A incorporating a main control board 110 that comprehensively controls the progress of the game, and a payout control board 120 that controls the payout device 100 in response to payout control commands from the main control board 110. The gaming machine 1 is provided with a control device 120A, a performance control unit 130 that controls performance in response to performance control commands from the main control board 110, a performance control device 130A that incorporates an image control unit 140 and a lamp control unit 150, a power supply device 160A that incorporates a power supply board 160 that supplies power voltage to the various control devices 110A to 130A, a game information output terminal board 90 for outputting game information (game signals) to the outside of the gaming machine 1 (an information collecting device such as a hall computer), etc. Also provided on the power supply board 160 are a power plug 161 for supplying power to the gaming machine 1, and a power switch (not shown).
[0073] In addition, a door-type cover member 90 that opens and closes left and right around a rotation axis provided at one left and right end to cover the upper part of the main control device 110A and the entire performance control device 130A from the rear is provided at the other left and right end, and the performance control device 130A is provided with a changeover switch that is covered by the cover member 90 to switch adjustment modes related to adjusting the volume of the performance sound output from the audio output device 9 and the light intensity (light emission intensity) of the image display device 16 and various lighting devices (board lighting device 23, frame lighting device 27).
[0074] (Control configuration of gaming machine 1) Next, the control configuration of the gaming machine 1 will be specifically described. FIG. 4 is an overall block diagram of the gaming machine 1 according to this embodiment. The control configuration of this embodiment includes a main control board 110 that comprehensively controls the progress of the game (basic operations), a payout control board 120 that controls the payout of game balls based on receiving payout control commands from the main control board 110, a presentation control board 130 that controls the presentation related to the game based on receiving presentation control commands from the main control board 110, and a power supply board 160 that supplies power to the main control board 110, the payout control board 120, and the presentation control board 130.
[0075] Furthermore, communication between the main control board 110 and the dispensing control board 120 is configured so that commands can be sent and received in both directions, and communication between the main control board 110 and the performance control board 130 is configured so that commands can be sent in only one direction, from the main control board 110 to the performance control board 130.
[0076] 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 58c 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 58d 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 a performance indicator 111 for displaying performance information and setting values which enable the actual performance of the gaming machine to be grasped.
[0077] The performance indicator 111 is for displaying setting values and performance information (normal base values) described below, and consists of four 7-segment indicators with decimal points arranged side by side. The two 7-segment indicators corresponding to the most significant two digits form identification segments for indicating the type of performance information (data type), and the two 7-segment indicators corresponding to the least significant two digits form numeric segments for displaying numeric information indicating the setting values and performance information values.
[0078] The main control unit 110m includes a main CPU 110a for performing arithmetic processing, a main ROM 110b in which a game control program and the like are stored, a main RAM 110c which serves as a work area during arithmetic processing, and input / output ports.
[0079] The input port of the main control unit 110m is connected to a general winning opening detection switch 14a, a gate detection switch 12a, a first starting opening detection switch 10a, a second starting opening detection switch 11c, a second starting opening opening / closing solenoid 11d, a first large winning opening detection switch 13c, a first large winning opening opening / closing solenoid 13d, a second large winning opening detection switch 14c, a second large winning opening opening / closing solenoid 14d, a specific area detection switch 14f, a distribution solenoid 22b, a magnetic detection sensor 58a, a radio wave detection sensor 58b, a winning confirmation detection Switch 58e, vibration detection switch 58f, first special pattern first display 19a, second special pattern first display 19b, normal pattern first display 19c, first special pattern reserved first display 19d, second special pattern reserved first display 19e, normal pattern reserved first display 19f, right-hit first display 19j, setting display (not shown), game information output terminal board 112, RWM clear switch 58c, setting key switch 58d, performance display 111, payout control board 120, and performance control board 130 are connected.
[0080] The main CPU 110a receives an operating clock from a crystal oscillator, reads out a game control program stored in the main RAM 110b, and performs arithmetic processing related to the game while using the main RAM 110c as a work area. This allows the main CPU 110a to perform control processing in response to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, various displays 19a to 19f, etc.), control processing for sending and receiving various control commands, and control processing for transmitting game information to the outside of the gaming machine 1 (such as a hall computer) via a game information output terminal board.
[0081] 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.
[0082] 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 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.
[0083] 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.
[0084] The payout control board 120 includes a payout control unit 121 that drives the 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. The payout control unit 121 includes a payout CPU 121a that performs calculation processing, a payout ROM 121b that stores a payout program and the like, a payout RAM 121c that serves as a work area during calculation processing, and input / output ports.
[0085] The input / output port of the payout control unit 121 is connected to an open detection switch 31a for the opening / closing door 3, a tray full detection switch 32a, a payout ball detection switch 100a for detecting game balls being paid out from the payout device 100, a payout motor 100b for paying out game balls from the payout device 100, and a ball presence detection switch 101a for detecting that game balls are stored in the game ball storage unit 101.
[0086] The payout CPU 121a receives an operating clock from a crystal oscillator, reads out a payout control program stored in the payout ROM 121b, and performs arithmetic processing related to the payout of game balls while using the payout RAM 121c as a work area. This allows it to perform control processing for paying out game balls from the payout device 100 in response to a payout control command from the main control board 110, control processing for sending a command based on the result of the arithmetic processing to the main control board 110, etc.
[0087] The firing control unit 122 includes a control circuit, an input / output port, etc. The input / output port of the firing control unit 122 is connected to the ball feeding solenoid 43, the touch sensor 7a, the firing volume 7b, the firing solenoid 26a, etc.
[0088] When the launch control unit 122 detects that the player's hand is touching the launch handle 7 through a touch signal input from the touch sensor 7a, it allows current to flow to the ball feed solenoid 43 and the launch solenoid 26a, and when it detects that the rotation angle of the launch handle 7 has changed through a detection signal from the launch volume 7b, it drives the ball feed solenoid 43 and also drives the launch solenoid 26a so that the launch intensity corresponds to the rotation angle of the launch handle 7, thereby launching the game balls (99.9 balls / minute).
[0089] The performance control board 130 is equipped with a performance control unit 130m that comprehensively controls the progress of the performance based on the reception of performance control commands from the main control board 110, an image control unit 140 that performs control processing for image display and audio output based on the reception of performance control commands from the performance control unit 130m, and a lamp control unit 150 that performs control processing for various light-emitting elements (board lighting device 23 (board lamp), frame lighting device 27 (frame lamp), button light-emitting LED 6e, movable performance element LED 17a-17c, light guide plate LED 23A, prize slot lamp NR, etc.) and various driving sources (solenoids, motors, etc.) based on the reception of performance control commands from the performance control unit 130m.
[0090] The performance control unit 130m includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, a sub-RAM 130c that serves as a work area during arithmetic processing, and an input port. The input / output ports of the performance control unit 130m are connected to the performance button detection switch 6b, the cross key detection switch 6g, the first special pattern second display 20a, the second special pattern second display 20b, the normal pattern second display 20c, the first special pattern reserved second display 20d, the second special pattern second display 20e, the normal pattern reserved second display 20f, and the right-hit second display 20g.
[0091] The sub-CPU 130a of the performance control unit 130m receives an operating clock from a crystal oscillator, reads out the performance control program stored in the sub-ROM 130b, and performs calculation processing related to the performance while using the sub-RAM 130c as a work area. This allows for control processing to determine the performance mode of the variable performance, control processing to send performance control commands based on the determination results to the image control unit 140 and the lamp control unit 150, control processing in response to detection signals from various input devices (detection switches, etc.), control processing to control various output devices (lighting devices, drive motors, and various displays 20a to 20g), etc.
[0092] (performance indicator) 5(a) to 5(c) are diagrams for explaining the control of the performance indicator 111. FIG. The performance indicator 111 displays the base value B in the low-probability non-time-saving gaming state (normal gaming state). The base value B for a specific section is calculated by dividing the total number of prize balls paid out in that section by the number of outs (total number of game balls fired).
[0093] 5(a) is a diagram for explaining various counters (a base calculation prize ball counter, a base calculation out counter, and a total out counter) used for display control of the performance indicator 111. Each of the counters above is provided, for example, in the gaming RWM area of the main RAM 110c.
[0094] The base calculation prize ball counter counts the number of prize balls in a specific section. Specifically, when a gaming ball enters the general prize winning slot 21, the value "5" is added to the base calculation prize ball counter. When a gaming ball enters the first large prize winning slot 13a or the second large prize winning slot 14a, the value "15" is added to the base calculation prize ball counter. When a gaming ball enters the first start slot 10 or the second start slot 11a, the value "3" is added to the base calculation prize ball counter. The base calculation out counter counts the number of outs in a specific section. Specifically, each time a game ball is detected by an out ball detection switch (not shown), the base calculation out counter is incremented by one.
[0095] The main CPU 110a calculates the base value B for a specific section by multiplying the result of dividing the value of the base calculation prize ball counter by the value of the base calculation out counter by the number "100". However, the base calculation out counter and the base calculation prize ball counter are not incremented except in the low-probability non-time-shortening game state. With the above configuration, the base value B for the low-probability non-time-shortening game state within the specific section is calculated. In this embodiment, the period during which the base calculation out counter and the base calculation prize ball counter are counted may be referred to as the "counting period," and the period other than the counting period may be referred to as the "non-counting period."
[0096] The main CPU 110a stores (saves) the base value B for each predetermined interval that ends. In this embodiment, the base value B is saved each time 60,000 outs are counted. Specifically, the total out counter counts the number of outs (hereinafter sometimes referred to as the "total number of outs") from when the power was first turned on until the present.
[0097] The main CPU 110a calculates and stores a base value B from the current values of the base calculation prize ball counter and the base calculation out counter every time the value "60000" is added to the total out counter. In addition, each time the value "60000" is added to the total out counter, the base calculation prize ball counter and the base calculation out counter are initialized.
[0098] FIG. 5(b) is a diagram for explaining the base value B displayed on the performance indicator 111. As shown in FIG. In the specific example of Figure 5(b), it is assumed that 60,000 OUTs are counted in section 3, then 60,000 OUTs are counted in section 2, and 60,000 OUTs are counted in section 1, and then section L begins. The number of OUTs in section L is less than 60,000 (0 to 59,999). It is also assumed that the base value B in section 3 is "B3", the base value B in section 2 is "B2", the base value B in section 1 is "B1", and the base value B in section L is "BL".
[0099] In the above specific example, in section L, the base value BL for section L (real time), the base value B1 for section 1 (the previous section), the base value B2 for section 2 (the section two times before), and the base value B3 for section 3 (the section three times before) are displayed on the base display 111. Specifically, the base display 111 switches between and displays four base values B in the order of base value BL, base value B1, base value B2, and base value B3. The base value B for each section is switched and displayed, for example, approximately every five seconds. In this embodiment, the base value B is continuously displayed on the base display 114, including the period during which play is possible.
[0100] When one interval ends (when 60,000 outs have been counted), the base value B of that interval is saved as the base value B of the previous interval, and the base value B of the oldest interval is discarded. For example, in the specific example of Figure 5(b), when the number of outs in interval L reaches 60,000, the base value BL of interval L is stored as the base value B1 of interval 1, the base value B1 of interval 1 is stored as the base value B2 of interval 2, the base value B2 of interval 2 is stored as the base value B3 of interval 3, and the base value 3 of the oldest interval 3 is discarded.
[0101] FIG. 5( c ) is a diagram for explaining a specific example of the performance indicator 111 . As shown in FIG. 5(c), the base display 111 includes a first display section 111x and a second display section 111y. The first display unit 111x is composed of two 7-segment displays (including digital points) and displays identification information (bL, b1, b2, b3) that can identify which section's base value B is displayed on the second display unit 111y.
[0102] The second display section 111y is composed of two 7-segment displays (including digital points) and displays the base value B. For example, if the base value is greater than "100", "99." is displayed on the second display section 111y. The performance indicator 111 switches and displays the base value B of each section on the second display section 111y in the order of section L, section 1, section 2, and section 3 approximately every 5 seconds.
[0103] 5(b), during the period when the base value BL of the section L is displayed, the identification information "bL" is displayed on the first display section 111x. Furthermore, during the period when the base value B1 of the section 1 is displayed, the identification information "b1" is displayed on the first display section 111x, during the period when the base value B2 of the section 2 is displayed, the identification information "b2" is displayed on the first display section 111x, and during the period when the base value B3 of the section 3 is displayed, the identification information "b3" is displayed on the first display section 111x.
[0104] However, if the total number of outs is less than 60,000, the base value to be displayed on the second display unit 111y cannot be calculated during the period when the identification information "b1" is displayed on the first display unit 111x. Similarly, if the total number of outs is less than 60,000, the base value to be displayed as the identification information "b2" and the base value to be displayed as the identification information "b3" cannot be calculated. Taking the above circumstances into consideration, if the total number of outs is less than 60,000, during the period when the identification information "b1" to "b3" are displayed on the first display unit 111x, each identification information is displayed in a flashing manner, and the special symbol "--" is displayed in a lit manner on the second display unit 111y.
[0105] When the total number of outs is 60,000 or more but less than 120,000, a base value B1 for displaying identification information "b1" is calculated, but a base value B2 for displaying identification information "b2" and a base value B3 for displaying identification information "b3" cannot be calculated. Taking the above circumstances into consideration, when the total number of outs is 60,000 or more but less than 120,000, during the period when identification information "b1" is displayed on the first display unit 111x, the identification information is displayed in a lit state and the base value B1 is displayed in a lit state, and during the period when identification information "b2" or identification information "b3" is displayed, each identification information is displayed in a flashing state and the special symbol "--" is displayed in a lit state on the second display unit 111y.
[0106] Similarly, when the total number of outs is 120,000 or more but less than 180,000, a base value B1 that displays identification information "b1" and a base value B2 that displays identification information "b2" are calculated, but a base value B3 that displays identification information "b3" cannot be calculated. Taking the above circumstances into consideration, when the total number of outs is 120,000 or more but less than 180,000, during the period when identification information "b1" or identification information "b2" is displayed on the first display unit 111x, the identification information is displayed in a lit state and the base values (B1, B2) are displayed in a lit state, and during the period when identification information "b3" is displayed, the identification information is displayed in a flashing state and the special symbol "--" is displayed in a lit state on the second display unit 111y.
[0107] (Configuration of image control unit) The configuration of the image control unit 140 will be described. FIG. 6 is a block diagram showing the configuration of image control unit 140. As shown in FIG. The image control unit 140 includes a general CPU 141, a general RAM 142, a general ROM 143, a CGROM 144, a crystal oscillator 145, a VRAM 146, and a VDP (Video Display Processor) 200 (drawing control unit) for controlling the image display of the image display device 16 and the sound of the sound output device 9. The VDP 200 includes a sound control circuit 300 for controlling the sound output of the gaming machine 1.
[0108] Based on a performance pattern designation command (described later) received from the performance control unit 130m, the overall CPU 141 instructs the VDP 200 to display image data stored in the CGROM 144 on the image display device 16. This instruction is performed by setting data in the control register 201 of the VDP 200 and outputting a display list made up of a group of drawing control commands.
[0109] The overall CPU 141 performs appropriate interrupt processing when it receives a V-blank interrupt signal or a drawing end signal from the VDP 200. The overall CPU 141 also instructs the audio control circuit 300 included in the VDP 200 to output music and audio based on predetermined audio data to the audio output device 9, based on the performance pattern designation command received from the performance control unit 130m.
[0110] The general RAM 142 is built in the general CPU 141, functions as a work area for data during arithmetic processing by the general CPU 141, and temporarily stores data read from the general ROM 143. The general ROM 143 is composed of a mask ROM, and stores the control processing program of the general CPU 141, pattern arrangement information that corresponds the pattern number of the performance pattern 16a with the type of performance pattern 16a, a display list generation program for generating a display list, animation patterns for displaying animations of performance patterns, animation scene information, etc.
[0111] The animation pattern is referenced when displaying the animation of the effect pattern, and stores the combination of animation scene information included in the effect pattern, the display order of each animation scene information, etc. The animation scene information also stores information such as wait frames (display time), target data (sprite identification number, transfer source address, etc.), parameters (sprite display position, transfer destination address, etc.), drawing method, etc.
[0112] The CGROM 144 is comprised of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed image data (sprites, movies) etc., which are a collection of pixel information for a predetermined range of pixels (for example, 32 x 32 pixels). The pixel information is comprised of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image.
[0113] The CGROM 144 stores uncompressed palette data in which color number information for specifying a color number is associated with display color information for actually displaying the color. The CGROM 144 may be configured to compress only a portion of the image data, rather than compressing all of it. Various well-known compression methods, such as MPEG4, can be used to compress movies. The CGROM 144 also stores a large amount of audio data.
[0114] The crystal oscillator 145 outputs a pulse signal to the clock generation circuit 205 of the VDP 200, and by dividing the frequency of this pulse signal, the clock generation circuit 205 generates a system clock for the VDP 200 to perform control, a synchronization signal for synchronizing with the image display device 16, etc.
[0115] The VRAM 146 is composed of an SRAM that can write and read image data at high speed. The VRAM 146 has a display list storage area 146a that temporarily stores a display list output from the overall CPU 141, a decompression storage area 146b that stores image data expanded by the expansion circuit 206, and a first frame buffer 146c and a second frame buffer 146d for drawing or displaying images. Palette data is also stored in the VRAM 146. The first and second frame buffers 146c and 146d alternate between being used as "drawing frame buffers" and "display frame buffers" each time drawing starts.
[0116] The VDP 200 is a so-called image processor, which reads image data from either the first frame buffer 146c or the second frame buffer 146d based on an instruction from the overall CPU 141, generates a video signal (RGB signal, etc.) based on the read image data, and outputs it to the image display device 16. Furthermore, in the gaming machine 1 of this embodiment, the VDP 200 is not merely an image processor, but also has an audio output function.
[0117] The VDP 200 includes a control register 201 , a CG bus I / F 202 , a CPU I / F 203 , a clock generation circuit 205 , an expansion circuit 206 , a drawing circuit 207 , a display circuit 208 , a memory controller 209 and an audio control circuit 300 . The control register 201 is a register used by the VDP 200 to control drawing and display, and drawing control and display control are performed by writing and reading data to and from the control register 201. The overall CPU 141 can write and read data to and from the control register 201 via the CPU I / F 203.
[0118] The control register 201 includes six types of registers: a system control register for making basic settings required for the operation of the VDP 200; a data transfer register for making settings required for data transfer; a drawing register for making settings for controlling drawing; a bus interface register for making settings required for bus access; an expansion register for making settings required for expanding compressed images; and a display register for making settings for controlling display.
[0119] The CG bus I / F 202 is an interface circuit for communication with the CGROM 144 , and image data from the CGROM 144 is input to the VDP 200 via the CG bus I / F 202 . The CPU I / F 203 is an interface circuit for communication with the overall CPU 141 , and via the CPU I / F 203 the overall CPU 141 outputs a display list to the VDP 200 , accesses a control register, or inputs various interrupt signals from the VDP 200 .
[0120] The data transfer circuit 204 transfers data between various devices. Specifically, it transfers data between the overall CPU 141 and the VRAM 146, between the CGROM 144 and the VRAM 146, and between various storage areas (including the frame buffer) of the VRAM 146. The clock generation circuit 205 receives a pulse signal from the crystal oscillator 145 and generates a system clock that determines the processing speed of the VDP 200. It also generates a clock for generating a synchronization signal and outputs the synchronization signal to the image display device 16 via the display circuit 208.
[0121] The decompression circuit 206 is a circuit for decompressing image data compressed in the CGROM 144, and stores the decompressed image data in the decompression storage area 146b. The drawing circuit 207 is a circuit that performs sequence control using a display list that is made up of a group of drawing control commands.
[0122] The display circuit 208 is a circuit that generates, as a video signal, an RGB signal (analog signal) that indicates color data of an image from image data (digital signal) stored in a "display frame buffer" in the VRAM 146, and outputs the generated video signal (RGB signal) to the image display device 16. Furthermore, the display circuit 208 also outputs synchronization signals (vertical synchronization signal, horizontal synchronization signal, etc.) for synchronizing the first image display device 16 to the image display device 16. Note that, in this embodiment, the configuration is such that an RGB signal obtained by converting a digital signal into an analog signal is output to the image display device 16 as a video signal, but the video signal may also be output as a digital signal as is.
[0123] When the memory controller 209 receives an instruction to switch frame buffers from the overall CPU 141, it controls switching between the "drawing frame buffer" and the "display frame buffer." The audio control circuit 300 reads out a predetermined program based on a command sent from the performance control board 130, and controls the audio output of the audio output device 9. The audio control circuit 300 outputs music and sound using audio data stored in the CGROM 144. In this case, the CGROM 144 includes a sound source ROM for storing audio data. The audio control circuit 300 may not be included in the VDP 200, but may be provided independently within the image control unit 140.
[0124] As shown in FIG. 4, the lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.
[0125] The input / output ports of the lamp control unit 150 are connected to the board lighting device 23 (board lamp), the frame lighting device 27 (frame lamp), the button drive motor 6c, the button vibration motor 6d, the button light-emitting LED 6e (27), the movable performance members LED 17a to 17c (23), and the light guide plate LED 23A.
[0126] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the lamp control program stored in the lamp ROM 150b, and performs calculations related to the effects while using the lamp RAM 150c as a work area. This allows it to control the lamp light emitters of the board lighting device 23, the lamp light emitters of the frame lighting device 27, the button drive motor 6c, the button vibration motor 6d, the button light emitting LED 6e, the movable effect members LED 17a-17c, the light guide plate LED 23A, and the winning hole lamp NR.
[0127] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine 1 from the power supply voltage supplied from the power plug 161, 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 detects whether a power outage (power failure) has occurred and includes a power failure detection circuit 162 that outputs a power failure detection signal to the main control board 110 based on the occurrence of a power failure (power failure), and a backup power supply circuit 163 that supplies backup power to the main control board 110 in the event of a power failure (power failure).
[0128] 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.
[0129] The backup power circuit 163 is equipped with a capacitor that stores electricity when the gaming machine 1 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 source may be supplied to the payout control board 120 and the performance control board 130.
[0130] Next, various tables stored in the main ROM 110b will be described in detail with reference to FIGS. (Jackpot determination table) Figure 7(a) is a jackpot determination table for the first special pattern, which is triggered by the entry of a gaming ball into the first starting hole 10, and Figure 7(b) is a jackpot determination table for the second special pattern, which is triggered by the entry of a gaming ball into the second starting hole 11a.
[0131] As shown in Figures 7(a) and 7(b), the jackpot determination value for determining the random number value for determining the jackpot obtained when the game ball enters the first starting port 10 or the second starting port 11a is associated with the win / loss result, and the jackpot determination value is assigned so that the win / loss ratio is as shown in Figure 7.
[0132] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in Fig. 7(a) or the jackpot determination table for the second special symbol shown in Fig. 7(b), and determines whether the result is a "jackpot," a "small win," or a "loss" based on the acquired random number value for jackpot determination. Note that the jackpot determination table for the first special symbol shown in Fig. 7(a) and the jackpot determination table for the second special symbol shown in Fig. 7(b) have the same jackpot probability, but the small win probability and the loss probability are different.
[0133] (Special pattern determination table) FIG. 8(a) is a jackpot special symbol determination table that is referred to in order to determine the special symbols to be stopped when a jackpot is won. FIG. 8(b) is a small win special symbol determination table that is referred to in order to determine the special symbol to be stopped when a small win is won. FIG. 8(c) is a loss special symbol determination table that is referred to in order to determine the special symbols to be stopped when a loss occurs.
[0134] As shown in Fig. 8(a), the jackpot special symbol determination table is divided into tables according to the type of starting hole into which the gaming ball has entered. Each table is associated with a special symbol determination value for determining the random number value for special symbol determination obtained when the gaming ball has entered the first starting hole 10 or the second starting hole 11a, a special symbol (special symbol stop data), and a performance symbol designation command sent to the performance control board 130 as information indicating the type of special symbol, and the special symbol determination value is set so as to achieve the special symbol selection rate (%) shown in Fig. 8(a).
[0135] As shown in Figure 8(b), the small win special symbol determination table is divided into tables according to the type of starting hole into which the gaming ball entered. Each table is associated with a special symbol determination value for determining the special symbol determination random number value obtained when the gaming ball enters the first starting hole 10 or the second starting hole 11a, a special symbol (special symbol stop data), and a performance symbol designation command sent to the performance control board 130 as information indicating the type of special symbol, and the special symbol determination value is set so as to achieve the special symbol selection rate (%) shown in Figure 8(b). Note that multiple special symbols may be associated with special symbol determination values so that multiple small win special symbols can be determined even in a small win.
[0136] As shown in Figure 8(c), the losing special symbol determination table is divided into tables according to the type of starting hole into which the gaming ball has entered. Each table is associated with a special symbol determination value for determining the special symbol determination value obtained when the gaming ball has entered the first starting hole 10 or the second starting hole 11a, a special symbol (special symbol stop data), and a performance symbol designation command sent to the performance control board 130 as information indicating the type of special symbol, and the special symbol determination value is set so as to achieve the special symbol selection rate (%) shown in Figure 8(c). Note that multiple special symbols may be associated with special symbol determination values so that multiple losing special symbols can be determined even in the case of a loss.
[0137] The main CPU 110a refers to the special symbol determination table shown in Figures 8(a) to (c) and determines the type of special symbol (special symbol stop data) based on the type of starting hole into which the game ball entered and the random number value for determining the special symbol. When the special symbol starts to change, the main CPU 110a determines a performance symbol designation command as information indicating the type of special symbol based on the determined type of special symbol (special symbol stop data). Here, the performance symbol designation command is composed of 2 bytes of data, and is composed of 1 byte of MODE data to identify the classification of the control command and 1 byte of DATA data indicating the content of the control command to be executed. In addition, the variation pattern designation command etc. described later is also composed of MODE data and DATA data.
[0138] Here, as will be described later, the type of special symbol (special symbol stop data) determines the type of jackpot game, the type of small jackpot game, and the game state after the jackpot game ends. In other words, it can be said that the type of special symbol determines the type of jackpot game or small jackpot game and the game state after the jackpot game ends.
[0139] (Type 1 jackpot game control table) FIG. 9 is a diagram showing a first type jackpot game control table for determining the progress of the jackpot state (special game state) when a jackpot is won. The first type jackpot game control table corresponds to the type of special symbol (special symbol stop data), opening time, an opening designation command to be sent to the performance control board 130 when the opening starts, a large prize opening opening / closing control table for determining the opening / closing mode of the first large prize opening 13a, ending time, and an ending designation command to be sent to the performance control board 130 when the ending starts.
[0140] The main CPU 110a refers to the first type jackpot game control table shown in Fig. 9 and determines the opening time, the large prize opening / closing control table, and the ending time based on the special game stop data. Note that, since the number of rounds in the large prize opening / closing state (special game state) is determined by determining the type of the large prize opening / closing table, Fig. 9 additionally lists the number of rounds in the first type jackpot state (special game state), etc.
[0141] (1st Class Jackpot Game Big Win Opening and Closing Control Table) FIG. 10 is a diagram showing a big prize opening opening control table for a first type big prize game that is referred to when a big prize is won. The first-class jackpot game large prize opening opening / closing control table is divided into tables for each table number (TBL. No.). Each table is associated with a round number (R) indicating the number of rounds in the large prize game (special game state), the type of large prize opening to be opened / closed, a special electric activation number (K) indicating the number of times the first large prize opening 13a is opened during one round, the opening time (s) of the first large prize opening 13a, and the closing time (s) for closing the first large prize opening 13a between rounds or during a round.
[0142] The main CPU 110a identifies the opening / closing mode (opening / closing pattern) of the first large prize opening 13a by referring to the large prize opening opening / closing control table for the first type of jackpot game shown in Figure 10, executes the first type of jackpot game based on the large prize opening opening / closing control table 1 for the first type of jackpot game (TBL.No01), executes the first type of jackpot game based on the large prize opening opening / closing control table 2 for the first type of jackpot game (TBL.No02), and executes the first type of jackpot game based on the large prize opening opening / closing control table 3 for the first type of jackpot game (TBL.No03).
[0143] According to the large prize opening opening / closing control table 1 (TBL.No=01) for a first-class jackpot game, the opening / closing member 13b is operated to open the first large prize opening 13a for up to 29.5 seconds per round from round 1 to round 9, thereby executing a first-class jackpot game. However, if a specified number (10) of game balls enter the first large prize opening 13a before the opening time has elapsed, one round of play ends. And when 9 rounds of play are completed, the first-class jackpot game ends.
[0144] According to the large prize opening opening / closing control table 2 (TBL.No=02) for the first type jackpot game, the opening / closing member 13b is operated to open the first large prize opening 13a for up to 29.5 seconds per round from round 1 to round 6, in order to execute the first type jackpot game. However, if the specified number (10) of game balls enter the first large prize opening 13a before the opening time has elapsed, the game for one round will end. And when the game for round 6 has ended, the first type jackpot game will end.
[0145] According to the large prize opening opening / closing control table 3 (TBL.No=03) for the first type jackpot game, the opening / closing member 13b is operated to open the first large prize opening 13a for up to 0.18 seconds per round from round 1 to round 3, thereby executing the first type jackpot game. However, if a specified number (10) of game balls enter the first large prize opening 13a before the opening time has elapsed, one round of play ends. And when the third round of play ends, the first type jackpot game ends.
[0146] (Small win game control table) FIG. 11(a) is a diagram showing a small win game control table for determining the progress of the small win state (special game state) when a small win is won. The small win game control table corresponds to the type of special pattern (special pattern stop data), opening time, opening designation command to be sent to the performance control board 130 when the opening starts, a large prize opening opening / closing control table for determining the opening / closing mode of the second large prize opening 14a, ending time, and ending designation command to be sent to the performance control board 130 when the ending starts.
[0147] The main CPU 110a refers to the small win game control table shown in FIG. 11(a) and determines the opening time, the big prize opening / closing control table, and the ending time based on the special symbol stop data.
[0148] (Large prize opening / closing control table for small prize games) 11(b) shows a small win game large prize opening opening / closing control table that is referenced when a small win is won. This small win game large prize opening opening / closing control table is divided into tables for each table number (TBL.No.). Each table is associated with the type of large prize opening to be opened / closed during a small win game, the special electric activation number (K) indicating the number of times the second large prize opening 14a is opened during a small win game, the opening time (s) of the second large prize opening 14a, and the closing time (s) for closing the second large prize opening 14a during a small win game.
[0149] The main CPU 110a identifies the opening and closing mode (opening and closing pattern) of the second large prize opening 14a by referring to the large prize opening opening and closing control table for small prize games shown in Figure 11 (b), and executes the small prize game based on the large prize opening opening and closing control table 4 for small prize games (TBL. No. 04).
[0150] According to the small prize game large prize opening opening / closing control table 4 (TBL.No=04), the opening / closing member 14b is operated to execute a small prize game in which the second large prize opening 14a is opened for 1.8 seconds. However, if the specified number (10) of game balls enter the second large prize opening 14a before the opening time has elapsed, the small prize game ends.
[0151] (Specific area opening / closing control table for small win games) 11(c) is a diagram showing a specific area opening / closing control table for small win games that is referenced when a small win is won. This specific area opening / closing control table for small win games associates the elapsed time (s) from the opening of the second large prize opening 14a, the opening time (s) of the specific area 14e, and the closing time (s) of the specific area 14e.
[0152] When a small win game is executed and the elapsed time (s) from the opening of the second large prize opening 14a shown in the specific area opening / closing control table for small win game in Figure 11 (c) has elapsed, the main CPU 110a activates the distribution member 22a to open the specific area 14e for 0.8 seconds.
[0153] (Type 2 jackpot game control table) FIG. 12 is a diagram showing a second type jackpot game control table for determining the progress of the jackpot game state (special game state) after the end of a small win game when the game ball passes through the specific area 14e during the small win game. The second type jackpot game control table corresponds to the type of special pattern (special pattern stop data), a large prize opening / closing control table for determining the opening / closing mode of the first large prize opening 13a, and an ending time (s) and an ending designation command to be sent to the performance control board 130 when the ending starts.
[0154] The main CPU 110a refers to the second type jackpot game control table shown in Fig. 12 and determines the large prize opening / closing control table and ending time (s) based on the special symbol stop data. Note that, since the number of rounds in the large prize opening / closing control table is determined by determining the type of the large prize opening / closing control table, Fig. 12 additionally describes the number of rounds in the second type jackpot game state (special game state).
[0155] (Big prize opening / closing control table for second-class jackpot games) FIG. 13 is a diagram showing a big winning opening opening control table for a second type big winning game that is referred to when the gaming ball passes through the specific area 14e in a small winning game. The large prize opening opening / closing control table for type 2 large prize games corresponds to a round number (R) indicating the number of rounds in the large prize game state (special game state), the type of large prize opening to be opened / closed, a special electric activation number (K) indicating the number of times the first large prize opening 13a is opened during one round, the opening time (s) of the first large prize opening 13a, and the closing time (s) for closing the first large prize opening 13a between rounds or during a round.
[0156] The main CPU 110a identifies the opening / closing mode (opening / closing pattern) of the first large prize opening 13a by referring to the large prize opening opening / closing control table for the second type of jackpot game shown in Figure 13, and executes the second type of jackpot game based on the large prize opening opening / closing control table 4 (TBL.No04) for the second type of jackpot game.
[0157] According to the large prize opening opening / closing control table 4 (TBL.No=04) for the second type jackpot game, the opening / closing member 13b is operated to open the first large prize opening 13a for up to 29.0 seconds per round from round 2 to round 6, thereby executing the second type jackpot game. However, if the specified number (10) of game balls enter the first large prize opening 13a before the opening time has elapsed, one round of play ends. When the sixth round of play ends, the second type jackpot game ends. The small prize game is the first round of play in the jackpot game.
[0158] (Game status setting table) 14 is a game state setting table for determining the game state after the end of the jackpot game state (special game state). This game state setting table associates the special symbol stop data, the winning state indicating the game state when the jackpot or small jackpot is won, the time-saving game flag indicating the time-saving game state, and the time-saving game count (J) indicating the number of times the variable display of the special symbol can be executed in the time-saving game state. Here, the "state at the time of winning" is information indicating the gaming state at the time of winning a big win or a small win. The gaming state is configured as either a non-time-saving gaming state or a time-saving gaming state. The "non-time-shortened gaming state" or the "time-shortened gaming state" is a gaming state related to the operation of the opening / closing member 11b of the second starting port 11a, and will be described in detail later with reference to FIG.
[0159] The main CPU 10a refers to the game state setting table shown in FIG. 14, and determines the time-shortening game state and the number of time-shortening times (J) based on the special symbol stop data at the end of the big win game and the winning state.
[0160] When a jackpot is won during non-time-saving play mode and the special symbol stop data for the first special symbol is 01, the number of time-saving play modes (J) is set to "99", and when the first special symbol stop data is 02, 03, 07 or 08, the number of time-saving play modes (J) is set to "5".
[0161] When a jackpot is won during the time-saving game state and the special symbol stop data for the second special symbol is any of 01 to 08, the number of time-saving games (J) is set to "99". Note that the number of time-saving games (J) shown in FIG. 14 is not limited to the number of times in this embodiment and can be set appropriately.
[0162] (Special pattern variation pattern determination table) 15 to 18 are diagrams showing special symbol variation pattern determination tables that determine variation patterns of special symbols. FIG. 15 is a special symbol variation pattern determination table that is referred to when displaying a variation of a special symbol based on the entry of a gaming ball into the first start hole 10 or the second start hole 11a in a non-time-shortened gaming state.
[0163] Figure 16 is a special symbol variation pattern determination table that is referenced when displaying the variation of special symbols based on the second reserved number (U2) (maximum 4) when the second reserved number (U2) is not "0" at the time when the stop display following the variation display of the last special symbol in the previous time-saving play state has ended in the non-time-saving play state after the time-saving play state has ended.
[0164] FIG. 17 is a special symbol variation pattern determination table that is referred to when displaying a variation of a special symbol based on the winning of a game ball into the first start hole 10 or the second start hole 11a in the time-shortened game state. FIG. 18 is a special symbol variation pattern determination table that is referenced when displaying the variation of the special symbol that is the final variation based on the entry of a game ball into the first start hole 10 or the second start hole 11a in the time-saving game state.
[0165] The fluctuation pattern determination tables in Figures 15 to 18 correspond to the type of special pattern, special pattern stop data, random number value for reach determination (reach selection rate (%)), number of reserved special patterns (number of reserved balls) (U1 or U2), random number value for special pattern fluctuation (special pattern fluctuation pattern selection rate (%)), special pattern fluctuation pattern, special pattern fluctuation time (s), and fluctuation pattern designation command, and the random number value for reach determination (reach selection rate (%)) and random number value for special pattern fluctuation (special pattern fluctuation pattern selection rate (%)) are each set to achieve each selection rate (%).
[0166] The special symbol variation pattern can specify at least the type of special symbol (first special symbol, second special symbol), the jackpot determination result, and the time period for the special symbol to vary. If the jackpot determination result is a miss, the random number value for reach determination is referenced, but if the jackpot is a miss, a reach occurs except in special cases, so the random number value for reach determination is not referenced. Although a maximum of "4" can be stored as the reserved number of special symbols (U1 or U2), the variation pattern is determined after subtracting "1" from the reserved number of special symbols, so "4" is not set as the reserved number of special symbols.
[0167] In the variation pattern determination table for special symbols for non-time-reduced game states shown in Figures 15 and 16, the average variation time of the special symbols is set to be shorter as the reserved number of special symbols (U1 or U2) increases (reserved number = 2 or 3). For example, in the table of Figure 15, the variation time of variation pattern 01 (normal variation) is set to 10 seconds, and the variation time of variation pattern 02 (shortened variation) is set to 3 seconds.
[0168] In the variation pattern determination table for special symbols for non-time-shortened game states shown in Figure 16, if the reserved number of special symbols (U1 or U2) is 0, the variation time of the special symbols is set to be long, and if the reserved number of special symbols (U1 or U2) is not 0 (reserved number = 1 to 3), the variation time of the special symbols is set to be short. In the table of Figure 16, the variation time of variation pattern 27 (long variation) is set to 15 seconds, and the variation time of variation pattern 28 (shortened variation) is set to 3 seconds.
[0169] 15 to 18, the main CPU 110a determines the special symbol variation pattern (including the special symbol variation time) based on the type of special symbol (starting hole), special symbol stop data, reach determination random number value (reach selection rate (%)), number of reserved special symbols (number of reserved balls) (U1 or U2), and special symbol variation random number value (special symbol variation pattern selection rate (%)). Then, based on the determined special symbol variation pattern, a special symbol variation pattern designation command is generated, and information on the special symbol variation pattern is sent to the performance control board 130.
[0170] Here, the special symbol variation pattern designation command is made up of 1-byte MODE data for identifying the classification of the command and 1-byte DATA data indicating the content (function) of the command.
[0171] In the performance control board 130, the performance contents of the performance pattern 16a etc. are determined based on the variation pattern of the special pattern (variation pattern designation command). In the rightmost column of the special pattern variation pattern determination table shown in Figures 15 to 18, the performance contents of the variation performance using the performance pattern 16a are listed for reference.
[0172] Here, as the content of the fluctuation performance, "normal fluctuation", "shortened fluctuation", and "long fluctuation" are fluctuation performances in which three performance symbols 16a fluctuate independently at high speed and stop without reaching a win. The fluctuation times of normal fluctuation, shortened fluctuation, and long fluctuation are different, with the fluctuation times being longer in the order of shortened fluctuation < normal fluctuation < long fluctuation.
[0173] Furthermore, "reach" refers to a variation mode in which a part of the combination of three performance symbols 16a temporarily stops, and the other performance symbols 16a change, giving the player a sense of expectation of a big win. For example, when "777" is set as a combination of three performance symbols 16a, two performance symbols 16a temporarily stop at "7", and the remaining performance symbols 16a change. Note that "temporary stop" refers to a mode in which the three performance symbols 16a slightly sway or change slightly, making it appear to the player that the performance symbols 16a are stopped.
[0174] Furthermore, "normal reach" refers to a reach in which the same effect symbol 16a is temporarily stopped in the left and right regions and the effect symbol 16a in the central region changes, and is the reach with the lowest expectation of winning the jackpot lottery (hereinafter referred to as "expected jackpot winning probability"). In this embodiment, a "normal reach" does not result in a jackpot, but it may be configured so that a jackpot is won by a "normal reach."
[0175] Furthermore, "SP Reach" is a super reach that is performed after a normal reach and has a higher probability of winning a jackpot than a normal reach. For example, of the three performance symbols 16a, the two left and right performance symbols 16a that are temporarily stopped are reduced in size and moved to the corners of the display screen of the image display device 16, and an SP Reach performance is performed using almost the entire display screen of the image display device 16, making the player expect a high probability of winning a jackpot.
[0176] In addition, "SPSP Reach" is a special reach that is performed after a normal reach or an SP reach, and has a higher chance of winning a jackpot than a super reach. For example, of the three performance symbols 16a, the two left and right performance symbols 16a that are temporarily stopped and displayed shrink and move to the corners of the display screen of the image display device 16, and an SPSP Reach performance that has a higher chance of winning a jackpot than an "SP Reach" is performed using almost the entire display screen of the image display device 16.
[0177] In addition, the "full rotation reach" is a reach that guarantees a jackpot. For example, when all three performance symbols 16a are aligned with the same symbol, they are slowly moved, and a full rotation reach effect is performed using almost the entire display screen of the image display device 16, which has a higher probability of winning a jackpot than the "SPSP reach." In addition, a "special reach" is a reach in which a more special normal reach effect is executed than a "normal reach."
[0178] In the "chance effect" when a variable display based on the entry of a gaming ball into the second start opening 11a is executed in the time-saving gaming state, for example, a battle effect is performed in which a friendly character fights an enemy character. For example, if a small prize is won, a victory effect is executed in which the friendly character has an advantage over the enemy character, and the effect pattern 16a is stopped and displayed in a mode suggesting a small prize win (for example, "333"). Then, in the subsequent small prize game, an operation effect (for example, a text image display of "Aim for V!") is executed to encourage the gaming ball that entered the second large prize opening 14a to pass through the specific area 14e (V prize). Note that the "special chance effect" is a chance effect that is more special than the "chance effect."
[0179] In a small win game, when the game ball that has entered the second big winning slot 14a passes through the specific area 14e, a second type big win is awarded, and a big win notification image (for example, a letter image of "V") is displayed to notify the player that a big win has been awarded. On the other hand, in a small win game, unless the game ball that has entered the second big winning port 14a passes through the specific area 14e, it does not become a second-class big win, and a big win notification effect image that notifies the player that a big win has occurred is not displayed.
[0180] When a gaming ball that has entered the second large winning slot 14a passes through the specific area 14e, resulting in a second type jackpot, an operation effect is executed to encourage the gaming ball to pass through the gate 12 in the right gaming area 4a2 (for example, a text image display of "Aim for the gate!" and an arrow image display or an arrow image display only that points in the direction of the gate 12). Then, when the gaming ball passes through the gate 12, a round of the second type jackpot game begins, but the game is controlled so that the round of the second type jackpot game state does not begin unless the gaming ball passes through the gate 12. In other words, the gate 12 functions as a round start gate that is used to start a round of the game (operation of the device continuous operation device) in the jackpot game state.
[0181] In this way, when a second-class jackpot is reached through a small jackpot during time-saving play, even if an opening game is executed, the round game will not start unless the game ball passes through gate 12, allowing the player to take a toilet break, etc.
[0182] The gate 12 also functions as a lottery gate used for the normal symbol lottery described above, and as a round start gate used to start a round game (operation of the accessory continuous operating device) in a jackpot game state. The lottery gate and the round start gate may be provided separately.
[0183] When the second special symbol variable display is executed in the time-shortened game state, an effect is executed to notify the player of the number of remaining variable displays in the time-shortened game state (for example, when the second special symbol variable display is executed for the first time, the text "5 remaining" is displayed).
[0184] In addition, in the "last chance effect" that is executed when the last variable display of the second special symbol is executed in the time-saving gaming state, an effect similar to the above-mentioned "chance effect" is executed. In this "last chance effect", an effect that notifies the player that this is the last variable display in the time-saving gaming state (for example, the text "Last Chance!") is executed.
[0185] In addition, in the non-time-saving play state after the time-saving play state ends, if the second reserved number (U2) is not "0" at the time when the stop display after the last special pattern change display in the previous time-saving play state ends, a "revenge effect" is executed in which, for example, an ally character fights an enemy character different from the enemy character in the "chance effect".
[0186] For example, if a jackpot is won, a battle effect is executed in which an ally character defeats an enemy character, and the effect pattern 16a is displayed stationary in a manner suggesting that a jackpot has been won.
[0187] Also, for example, if a small prize is won, a victory effect is executed in which the ally character has an advantage over the enemy character, and the effect pattern 16a is stopped and displayed in a manner suggesting a small prize win (for example, "3V3"). Then, in the subsequent small prize game, an operation effect is executed (for example, display of a text image "Aim for V!") that encourages the game ball to pass through the specific area 14e (V prize).
[0188] In a small win game, if the game ball that has entered the second large winning slot 14a passes through the specific area 14e, a second type of jackpot will be awarded, and after an image display informing the player that a jackpot has been awarded is displayed, an operation display (for example, the display of a text image of "Aim for the gate!" and an arrow image, or only the display of an arrow image) will be executed to encourage the player to pass the game ball through the gate 12 in the right-side game area 4a2.
[0189] In this way, in the "Chance Effect," "Last Chance Effect," and "Revenge Effect," in order to win a small prize and make the player look forward to a "Type 2 Big Prize," effects are executed that will make the player interested in whether or not a small prize is won, and whether or not the game ball that entered the second big prize opening 14a thereafter passes through the specific area 14e.
[0190] A feature of the special symbol variation pattern determination table shown in Figures 15 and 17 is that when the number of reserved first special symbols increases to 2 or 3 during non-time-saving game mode, shortened variation is more likely to be determined as the variation pattern of the first special symbol, while shortened variation is not determined as the variation pattern of the second special symbol even when the number of reserved second special symbols increases to 2 or 3 during non-time-saving game mode. By doing this, it is possible to increase the time efficiency (execution efficiency) of the variation display of the special symbol when hitting left compared to when hitting right during non-time-saving game mode, making it possible to increase the interest in the game.
[0191] A feature of the special symbol variation pattern determination table shown in Figures 15 and 17 is that even if the number of reserved first special symbols increases from 1 to 3 during time-saving game mode, the (ultra) shortened variation is not determined as the variation pattern of the first special symbol, whereas, when the number of reserved second special symbols increases from 1 to 3 during time-saving game mode, the (ultra) shortened variation is more likely to be determined as the variation pattern of the second special symbol. By doing so, it is possible to increase the time efficiency (execution efficiency) of the variation display of the special symbol when hitting right compared to hitting left during time-saving game mode, and it is possible to increase the interest in the game.
[0192] A feature of the special symbol variation pattern determination table shown in Figures 15 and 17 is that when a game ball enters the first starting slot 10 during a non-time-saving game state and a jackpot is determined, one of several types of special symbol variation patterns with different variation times (variation time: 40 seconds, 70 seconds, 90 seconds, etc.) is determined, but when a game ball enters the first starting slot 10 during a time-saving game state and a jackpot is determined, one of the special symbol variation patterns with fewer types of variation times than in a non-time-saving game state is determined. Therefore, it is possible to play an appropriate game according to the type of game state, making it possible to increase the interest in the game.
[0193] A feature of the special symbol variation pattern determination table shown in Figure 17 is that when a game ball enters the first starting slot 10 during a time-saving game state and the result is a miss, regardless of the number of reserved balls, one of two special symbol variation patterns with different variation times (variation times: 8 seconds and 40 seconds) is determined, and the first special symbol variation pattern with a short variation time (normal variation) is more likely to be determined (is more likely to be determined) than the first special symbol variation pattern with a long variation time (with special reach). Therefore, it is possible to play an appropriate game according to the type of game state, making it possible to increase the interest in the game.
[0194] FIG. 19 is a diagram showing a table relating to the normal symbols and the opening / closing member 11b of the second starting opening 11a. FIG. 19(a) is a diagram showing a winning determination table for normal symbols used in the winning lottery for normal symbols. FIG. 19(b) is a diagram showing a stopping symbol determination table for normal symbols corresponding to the winning lottery result (winning determination result) of the normal symbols. FIG. 19(c) is a diagram showing a normal symbol variation pattern determination table for determining the normal symbol variation time. FIG. 19(d) is a diagram showing an opening mode determination table for the second starting port for determining the opening mode of the open / close member in a winning state (auxiliary game) that occurs when a winning lottery for a normal symbol is won.
[0195] (Normal symbol hit detection table) As shown in Figure 19(a), the hit determination table associates whether or not the game is in a time-saving game state, a random number value for hit determination obtained when the game ball passes through gate 12, and the result of the hit lottery determination. The main CPU 110a refers to the win determination table shown in FIG. 19(a) and determines whether it is a "win" or a "loss" based on the current time-shortened gaming state and the acquired random number value for win determination.
[0196] For example, according to the winning determination table shown in Figure 19(a), in the non-time-shortened gaming state, one winning determination random number value of "127" is determined as a winning, and in the time-shortened gaming state, 128 winning determination random numbers from "0" to "127" are determined as winning. Therefore, the probability of being determined as a winning in the non-time-shortened gaming state is 1 / 128, and the probability of being determined as a winning in the time-shortened gaming state is 127 / 128.
[0197] (Normal pattern stop pattern determination table) The stopping pattern determination table shown in Figure 19(b) corresponds to whether or not a time-saving game state is in effect, the lottery result of the winning lottery (winning determination result), the random number value for the winning pattern (normal pattern selection rate) obtained when the game ball passes through gate 12, the type of normal pattern (normal pattern stopping data), and the normal pattern designation command sent to the performance control board 130 as information indicating the type of normal pattern.
[0198] The main CPU 110a refers to the stop symbol determination table shown in Figure 19 (b), and determines the normal symbol and normal symbol stop data to be stopped and displayed on the normal symbol first display 19c based on the current time-saving game state, the lottery result of the winning lottery, and the acquired random number value for the winning symbol. Then, when the normal symbol starts to change, a normal symbol designation command is determined as information indicating the type of normal symbol based on the type of the determined normal symbol (normal symbol stop data), and is sent to the performance control board 130.
[0199] (Normal pattern variation pattern determination table) The fluctuation pattern determination table shown in Figure 19(c) associates the presence or absence of a time-saving game state, the result of the winning lottery, a random number value for determining the normal pattern fluctuation pattern obtained when the game ball passes through gate 12, the normal pattern fluctuation time, and a normal pattern fluctuation pattern designation command sent to the performance control board 130 as information indicating the normal pattern fluctuation time.
[0200] The main CPU 110a refers to the variation pattern determination table shown in Figure 19 (c) and determines the variation time of the normal symbol based on the current time-saving game state, the lottery result of the winning lottery, and the random number value for determining the normal symbol variation pattern. When the normal symbol starts to vary, a normal symbol variation pattern designation command is determined as information indicating the variation time of the normal symbol based on the determined variation time and is sent to the performance control board 130.
[0201] According to the normal pattern fluctuation pattern determination table shown in Figure 19(c), the fluctuation time of the time-saving game state (3 seconds or 5 seconds) is configured to be shorter than the fluctuation time of the non-time-saving game state (30 seconds or 40 seconds).
[0202] (Table for determining the opening mode of the second starting port) The opening mode determination table shown in Figure 19(d) corresponds to the normal pattern (normal pattern stop data), the maximum number of times (s) the second start port 11a (opening / closing member 11b) can be opened, the first opening time and closing time of the second start port 11a (opening / closing member 11b), the interval time between the first closing time and the second opening time, and the second opening time and closing time.
[0203] The main CPU 110a refers to the opening mode determination table shown in Figure 19(d) and determines the opening time, the maximum number of times the second start port 11a (opening / closing 11b) is opened, the first opening time, and the closing time based on the normal stop data.
[0204] In the opening mode determination table shown in Figure 19(d), the opening mode based on normal symbol stop data = 03 (normal symbol 3) is an opening mode that is more advantageous to the player than the opening mode based on normal symbol stop data = 02 (normal symbol 2), and the opening mode based on normal symbol stop data = 04 (normal symbol 4) is an opening mode that is more advantageous to the player than the opening mode based on normal symbol stop data = 03 (normal symbol 3).
[0205] In addition, in the table of Figure 19(d), the normal pattern associated with a win in the time-saving play state may have other normal pattern stop data (normal pattern) than normal pattern stop data = 04 (normal pattern 4) having an opening time (s) of 6 seconds, or may have normal pattern stop data (normal pattern) having an opening time (s) shorter than this 6 seconds, for example.
[0206] According to the stop symbol determination table of FIG. 19(b), the most advantageous normal symbol stop data for the player when a win occurs in the time-shortened game state is determined to be 04 (normal symbol 4). As a result, in the time-shortened game state, the second start hole 11a (opening / closing member 11b) operates to be more advantageous for the player than in the non-time-shortened game state. Specifically, when a winning lottery is won in the time-shortened game state, the second start hole 11a is opened for a longer period of time than when a winning lottery is won in the non-time-shortened game state.
[0207] (Explanation of game status) Next, the game state as the game progresses will be described. The gaming states that the gaming machine 1 of this embodiment can take include a "non-time-shortened gaming state" and a "time-shortened gaming state" as states related to the operation of the opening / closing member 11b that opens and closes the second starting port 11a.
[0208] The "non-time-reduced game state" is a game state in which the average fluctuation time of the normal symbol corresponding to the lottery result in the winning lottery for the normal symbol, which is held on the condition that the game ball has passed through gate 12, is set longer than in the "time-reduced game state," and the opening time of the second starting port 11a when a winning lottery is won is likely to be set shorter than in the "time-reduced game state."
[0209] For example, when a gaming ball passes through gate 12, a winning lottery for a normal symbol is held, and the normal symbol is displayed variably on first normal symbol display 19c. After that, the normal symbol is displayed statically 30 seconds after the variable display begins. If the lottery result is a winning one, after the normal symbol is displayed statically, second start opening 11a is controlled to an open state for 0.2 seconds.
[0210] In contrast, the "time-reduced game state" is a game state in which the average fluctuation time of the normal symbol corresponding to the result of the lottery for the winning normal symbol, which is held on the condition that the game ball has passed through gate 12, is set shorter than in the "non-time-reduced game state," and the opening time of the second starting port 11a when a winning symbol is drawn is set longer than in the "non-time-reduced game state" (for example, 2.5 seconds).
[0211] Furthermore, in the "non-time-shortened gaming state," the probability of winning in the lottery for normal symbols is set to, for example, 1 / 128. In the "time-shortened gaming state," the probability of winning in the lottery for normal symbols is set to, for example, 127 / 128, which is higher than the probability of winning in the non-time-shortened gaming state. Therefore, in the "time-shortened gaming state," when a gaming ball passes through the gate 12, the second starting port 11a is more likely to be controlled to the open mode than in the "non-time-shortened gaming state." In this way, 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 11a, and the probability of winning the normal symbol winning lottery.
[0212] Next, the progress of the game on the gaming machine 1 will be described using a flowchart. (Main processing of the main control board) 20 is a flowchart illustrating the main processing executed by the main CPU 110a of the main control board 110. This main processing starts when the gaming machine 1 is powered on, and is executed continuously while the main control board 110 is running.
[0213] First, in step S1, the main CPU 110a prohibits all interrupts, performs CPU initialization such as setting built-in registers in step S2, and performs startup waiting processing for other boards in step S3. Specifically, the main CPU 110a 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.
[0214] 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.
[0215] In step S6, the main CPU 110a determines whether or not a backup flag indicating that power has been restored is "ON" in the gaming RWM area of the main RAM 110c. If the backup flag is "ON" (step S6; Yes), it is determined that power has been restored and the process proceeds to step S7. If the backup flag is not "ON" (step S6; No), it is determined that power has been turned on for the first time and the process proceeds to step S8.
[0216] 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. In step S8, the main CPU 110a determines whether a setting change operation has been performed. Specifically, it determines whether the setting key switch 58d and the RWM clear switch 58c are "ON." If a setting change operation has been performed (step S8; Yes), the process proceeds to step S9 to transition to setting change mode, and if a setting change operation has not been performed (step S8; No), the process proceeds to step S10.
[0217] In step S9, the main CPU 110a performs a setting change process. Specifically, the main CPU 110a displays the current setting values saved in the setting value area of the gaming RWM area of the main RAM 110c on the performance display 111 and transmits a setting change command to the performance control board 130.
[0218] Furthermore, each time the RWM clear switch 58c is operated, the setting value is changed (updated) within the range of "1" to "4" and the updated setting value is displayed. When the setting confirmation operation is performed by changing the setting key switch 58d from "ON" to "OFF", 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 performance display 111 is terminated, and processing is performed to end the setting change mode.
[0219] 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 device 16 displays a setting change screen indicating that the setting value is being changed, and the board lighting device 23 and frame lighting device 27 are 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.
[0220] 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. If the checksum is not normal (there is an abnormality in the data in the gaming RWM area), the process proceeds to step S34, assuming that the control state before the power was turned off cannot be restored normally. Note that if the backup flag is not "ON," that is, if the power is turned on for the first time, the checksum is determined to be abnormal.
[0221] In step S11, the main CPU 110a determines whether the set value in the set value area is a proper determination (1 to 4). If it is determined that the set value in the set value area is within the proper range (step S11; Yes), the process proceeds to step S12, and if it is determined that the set value in the set value area is not within the proper range (step S11; No), the process proceeds to step S34.
[0222] In step S34, the main CPU 110a performs an irrecoverable error (RWM abnormality) process. Specifically, the main CPU 110a displays error information "E" indicating an irrecoverable error on an error indicator (not shown) provided on the power supply board 160, 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.
[0223] An "unrecoverable error (RWM abnormality)" is an RWM abnormality state in which game control is not performed (the game control is not transferred) because the checksum result indicates an abnormality in the data in the game RWM area of the main RAM 110c, and the error cannot be cleared unless a setting change process is executed. Therefore, when an unrecoverable error occurs, the error will not be cleared even if the power switch provided on the power supply board 160 is turned "OFF" and then turned "ON" without any setting change operation, but will be cleared if the power switch is turned "ON" with a setting change operation. In addition, the "irrecoverable error" is not cleared unless a setting change process is executed, but it may also be cleared when an RWM clear is executed without a setting change process.
[0224] The "irrecoverable error notification (RWM abnormality notification)" is a notification to make the user aware that an irrecoverable error has occurred, and involves displaying an irrecoverable error screen ("irrecoverable error. Please change the settings") on the display screen of the image display device 16, lighting all of the panel lighting devices 23 and frame lighting devices 27 in a specified light color (for example, red) until the power is turned off, and 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.
[0225] In step S12, the main CPU 110a determines whether the RWM clear switch 58c is “ON.” If the RWM clear switch 58c is “ON” (step S12; Yes), the process proceeds to step S13. If the RWM clear switch 58c is not “ON” (step S12; No), the process proceeds to step S16.
[0226] In step S13, the main CPU 110a performs an RWM clear process. In step S14, the main CPU 110a transmits a power-on command to the payout control board 120 and the performance control board 130, which command indicates that the control state of the game has been initialized (RWM cleared). Next, in step S15, the main CPU 110a transmits a game state designation command to the performance control board 130, and moves the process to step S21. As a result, the performance control board 130 performs processing for executing a power-on notification.
[0227] The "power-on notification" is a notification to make the player aware that the game control state has been initialized, and involves lighting up all of the lamp light emitters of the board lighting device 23 and the frame lighting device 27 in a predetermined light color (e.g., red) for a predetermined period (e.g., 60 seconds), or outputting a power-on notification sound (a voice message stating "RAM has been cleared" plus a buzzer sound) from the audio output device 9 for a predetermined period (e.g., 30 seconds) indicating that the RWM area has been initialized. Note that the power-on notification may involve displaying an initialization image (a text image of "RAM clear") on the image display device 16 to notify the player that the RWM has been cleared.
[0228] In step S16, the main CPU 110a determines whether or not a setting confirmation operation has been performed. Specifically, it determines whether or not the setting key switch 58d is "ON." If the setting key switch 58d is "ON" (step S16; Yes), the process proceeds to step S17 to transition to setting confirmation mode. If the setting key switch 58d is not "ON" (step S16; No), the process proceeds to step S18 to return the game control state to the state before the power was turned off.
[0229] In step S17, the main CPU 110a performs a setting confirmation process. Specifically, the main CPU 110a displays the current setting value stored in the setting value area of the gaming RWM area on one 7-segment LED of the performance indicator 111, and transmits a setting confirmation command to the performance control board 130. Furthermore, when the setting key switch 58d is turned from "ON" to "OFF" to terminate the confirmation, the display of the setting value on the performance display 111 is terminated and a confirmation process is performed to terminate the setting confirmation mode.
[0230] 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 device 16 displays a setting confirmation screen indicating that the setting is being confirmed, and the lamp light emitters of the board lighting device 23 and frame lighting device 27 are all lit in a predetermined light color (e.g., white) throughout the setting confirmation period. The audio output device 9 may output a setting confirmation notification sound ("Confirming setting values") indicating that the setting is being confirmed.
[0231] In step S18, the main CPU 110a clears (to 0) the backup flag and checksum set in the gaming RWM area and sets the gaming RWM area when the 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.
[0232] In step S19, the main CPU 110a determines whether the complete function activation flag is "ON" when the power is restored. If the complete function activation flag is "ON" (step S19; Yes), the process proceeds to step S12, and if the complete function flag is not "ON" (step S19; No), the process proceeds to step S20.
[0233] Here, the "complete function activation" is a function that stops the functions related to the progress of the game and notifies the user that the functions related to the progress of the game will be stopped when the upper limit of the number of balls that can be paid out in one day in the gaming machine reaches a predetermined value. Details of the activation of the complete function will be described later.
[0234] In step S20, the main CPU 110a clears (initializes) the counter value of the reference value counter (C) to 0. This means that the counter value of the reference value counter before the power failure is not carried over.
[0235] Here, the "reference value counter" is used to determine whether or not to execute the complete function operation, and whether or not to execute the complete function operation is determined based on whether or not the counter value of the updated reference value counter has reached a predetermined reference value. When the counter value of the reference value counter has reached the predetermined reference value, it is determined that the complete function operation condition has been met, and the complete function operation is executed. The reference value counter will be described in detail later.
[0236] In step S21, 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 (power failure) 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 to execute a power restoration notification.
[0237] The "power restoration notification" is a notification to make the player aware that the game control state will return to the state it was in before the power outage, and involves displaying a power restoration image (a text image of "power restoration") on the image display device 16, lighting all the lamp light emitters of the board lighting device 23 and the frame lighting device 27 in a predetermined light color (e.g., red) for a predetermined period (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 (e.g., 30 seconds) indicating that the power has been restored (from the power outage).
[0238] In step S22, the main CPU 110a transmits other commands (a special symbol storage designation command indicating the first special symbol reserved number (U1) and the second special symbol reserved number (U2), a normal symbol storage designation command indicating the normal symbol reserved number (G), etc.) to the performance control board 130. This allows the performance control board 130 to grasp the special symbol reserved number and the normal symbol reserved number, and also performs processing to display the first reserved icon and the second reserved icon on the image display device 16.
[0239] In step S23, 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. Furthermore, 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.
[0240] In step S24, the main CPU 110a activates a CTC (Counter Timer Circuit) for generating a timer interrupt (4 milliseconds), and in step S25, allows all interrupts. In step S26, 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 S27, 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.
[0241] Next, in step S28, the main CPU 110a determines whether a power interruption (power failure) has occurred. Specifically, it determines whether a power interruption detection signal has been input from the power interruption detection circuit 162 of the power supply board 160. If the power interruption detection signal has not been input (step S28; No), the process proceeds to step S24, and if the power interruption detection signal has been input (step S28; Yes), the process proceeds to step S27.
[0242] In step S29, the main CPU 110a sets an interrupt inhibition to inhibit timer interrupts. In step S30, the main CPU 110a performs processing to clear the output port. Next, in step S31, 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 and performs processing to save the checksum in the gaming RWM area.
[0243] In step S32, the main CPU 110a performs a process of turning on a backup flag in the gaming RWM area of the main RAM 110c. Next, in step S33, the main CPU 110a performs a process of prohibiting RWM access and waits until the supply of power supply voltage is completely cut off.
[0244] (Main control board RWM clear processing) FIG. 21 is a flowchart illustrating the RMW clear process by the main control board 110. In step S40, the main CPU 110a initializes (clears to 0) the game RWM area of the main RAM 110c except for the setting value area. As a result, the game progress status is initialized to the initial state (the state at the time of shipping of the gaming machine 1), and the data (other than the setting value) in the game RWM area before the RWM is cleared is not carried over.
[0245] In step S41, the main CPU 110a initializes (clears to 0) the counter value of the reference value counter (C), thereby preventing the counter value of the reference value counter (C) from being carried over before the RWM is cleared.
[0246] In step S42, the main CPU 110a determines whether the complete function activation flag is “ON.” If the complete function activation flag is not “ON” (step S42; No), the process proceeds to step S44, and if the complete function activation flag is “ON” (step S42; Yes), the process proceeds to step S41.
[0247] In step S43, the main CPU 110a sets the complete function activation flag to "OFF" and moves the process to step S44. In step S44, the main CPU 110a transmits an RWM clear command to the performance control board 130.
[0248] According to this embodiment, whether or not to execute the process of turning off the complete function activation flag is determined depending on whether the complete function activation flag is ON in the RWM clear process, but this is not limited to this. For example, the RWM clear process may be designed to always execute the process of turning off the complete function activation flag regardless of whether the complete function activation flag is ON or OFF. This eliminates the need to branch the process depending on the state of the complete function activation flag, which has the effect of reducing the control capacity.
[0249] (Timer interrupt processing on the main control board) FIG. 22 is a flowchart illustrating the timer interrupt process by the main control board 110. A reset clock pulse generating circuit provided on the main control board 110 generates a clock pulse at a predetermined cycle (4 ms), thereby executing the timer interrupt process described below.
[0250] In step S101, the main CPU 110a saves the information stored in the register in the stack area. In step S102, the main CPU 110a performs time control processing to update various timer counters such as updating a special symbol time counter, updating a special game timer counter such as the opening time of the special electric role (big prize openings 13a, 14a), updating a normal symbol time counter, updating an opening time counter of the normal electric role (second start opening 11a), etc. Specifically, the main CPU 110a performs processing to subtract "1" from the special symbol time counter, special game timer counter, normal symbol time counter, and opening time counter of the normal electric role.
[0251] In step S103, the main CPU 110a performs random number update processing for the random number value for determining a jackpot, the random number value for determining a special symbol, the random number value for determining a special symbol variation pattern, the random number value for determining a win, the random number value for determining a normal symbol, and the random number value for determining a normal symbol variation pattern. Specifically, "1" is added to each random number counter to update the random number counter. If the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to "0", and if the random number counter has completed one cycle, the random number is updated from the value of the initial value random number at that time.
[0252] In step S104, the main CPU 110a performs an initial random number value update process to update the initial random number value for determining a big win, the initial random number value for determining a special symbol, the initial random number value for determining a win, and the initial random number value for determining a normal symbol. In step S105, the main CPU 110a performs input control processing. In the input control processing, the main CPU 110a determines whether or not there has been an input to each of the first start hole detection switch 10a, the second start hole detection switch 11c, the gate detection switch 12a, the first large prize hole detection switch 13c, the second large prize hole detection switch 14c, the specific area detection switch 14f, and the general prize hole detection switch 14a. The details of the input control processing will be described later.
[0253] In step S106, the main CPU 110a performs a reference value counter update process to calculate and update the counter value of the reference value counter (C). The reference value counter update process will be described in detail later. In step S107, the main CPU 110a performs special symbol special electric control processing to determine the special symbol determination information (random number value for determining a big win, random number value for determining a special symbol, random number value for determining a reach, random number value for determining a variation pattern) acquired based on the winning of the gaming ball into the first start port 10 or the second start port 11a, display the variation of the first special symbol or the second special symbol, open / close the first large prize port 13a, open / close the second large prize port 14a, set the game state, etc. Details of the special symbol special electric control processing will be described later.
[0254] In step S108, the main CPU 110a performs normal symbol / normal power control processing to determine the normal symbol determination information obtained based on the passage of the game ball through the gate 12, display the normal symbol fluctuations, open and close the opening / closing member 11b of the second starting port 11a (auxiliary game), etc.
[0255] In step S109, the main CPU 110a performs customer waiting control processing. Specifically, when a special game (big win game, small win game) or a variable performance is not executed (the reserved memory is "0" and the start condition is not established), the main CPU 110a performs processing such as transmitting a customer waiting designation command to the performance control board 130 as a transition to a customer waiting state.
[0256] In step S110, the main CPU 110a performs a payout control process. In the payout control process, the main CPU 110a refers to various prize ball counters stored in the main RAM 110c, and performs a payout control process for transmitting a payout number designation command corresponding to each winning port to the payout control board 120. As a result, the payout control board 120 executes a process for paying out prize balls from the payout device 100.
[0257] In step S112, the main CPU 110a performs an abnormality determination process. In the abnormality determination process, the main CPU 110a detects the occurrence of a magnetic error or a radio wave error based on the input signals from the magnetic detection sensor 58a and the radio wave detection sensor 58b, and if detected, transmits a magnetic abnormality error detection command or a radio wave abnormality error detection command to the performance control board 130.
[0258] In addition, if the main CPU 110a determines in the abnormality determination process that the counter value of the reference value counter (C) updated in the reference value counter update process of step S106 has reached a predetermined reference value, it sends a complete function activation command to the performance control board 130.
[0259] The main CPU 110a detects the door open state based on the detection signal from the open detection switch 31a, and transmits a door open error detection command to the performance control board 130 if detected.
[0260] The main CPU 110a detects a blockage of game balls in the passageway that dispenses game balls from the storage section based on a detection signal from the tray full detection switch 32a, and if detected, transmits a tray full error detection command to the performance control board 130.
[0261] When the main CPU 110a detects that the error state has been cleared based on the state of the input signal and the detection signal, the main CPU 110a sends an error clear command to the performance control board 130. Furthermore, the performance control board 130 again sends signals to the image control unit 140 and the lamp control unit 150 to notify them of the error detection and error clearing.
[0262] The main CPU 110a does not transmit an error reset signal depending on the type of error that has occurred in the gaming machine 1. That is, the main CPU 110a transmits an error reset signal when the tray is full, the door is open, or the balls are jammed, but does not transmit an error reset signal when unauthorized radio waves are detected.
[0263] In step S112, the main CPU 110a performs a game ball counting process (information program). Specifically, the main CPU 110a performs a process for counting (collecting) the number of payouts (number of payout balls) that are to be paid out as a result of game balls entering various winning holes, the number of outs (number of out balls) that are discharged from the game area 4a (shot into the game area), etc.
[0264] In step S113, the main CPU 110a performs a performance information calculation process (information program). Specifically, the main CPU 110a performs a process of calculating the performance information of the gaming machine from the payout number (number of paid-out balls) and the number of outs (number of out balls) counted (collected) in the gaming ball counting process. The details of the performance information calculation process will be described later.
[0265] In step S114, the main CPU 110a executes a performance display data setting process (information program). Specifically, the main CPU 110a executes a process of setting performance display data for displaying the performance information calculated in the performance information calculation process on the performance display device 111.
[0266] In step S115, the main CPU 110a performs a data creation process. Specifically, the data creation process is performed for the external output data (game information) output from the game information output terminal board 90, the drive control data output to the second start opening / closing solenoid 11d and the first large prize opening opening / closing solenoid 13d, the drive control data output to the second large prize opening opening / closing solenoid 14d, the drive control data output to the distribution solenoid 22b, various display control data output to the first special symbol first indicator 19a, the second special symbol first indicator 19b, the normal symbol first indicator 19c, the first special symbol reserved first indicator 19d, the second special symbol reserved first indicator 19e, and the normal pattern reserved first indicator 19f, the counter value of the reference value counter updated in the reference value counter update process, etc.
[0267] In step S116, the main CPU 110a performs port output processing to output signals such as the external output data, drive control data, and counter value data of the reference value counter created in step S114. The main CPU 110a also performs display output processing to output signals such as the display control data created in step S114. Furthermore, the main CPU 110a performs command output processing to output commands set in the transmission buffer of the main RAM 110c to other boards.
[0268] In step S117, the main CPU 110a restores the information saved in step S101 to the register of the main CPU 110a, and ends this timer interrupt process.
[0269] (Input control processing) FIG. 23 is a flowchart illustrating the input control process by the main control board 110. First, in step S121, the main CPU 110a determines whether a detection signal has been input from the general winning opening detection switch 14a, that is, whether a gaming ball has entered the general winning opening 14. When a detection signal has been input from the general winning opening detection switch 14a, the main CPU 110a adds predetermined data to a general winning opening counter used for prize balls to update it.
[0270] In step S122, the main CPU 110a determines whether a detection signal has been input from the first large prize opening detection switch 13c, i.e., whether a gaming ball has entered the first large prize opening 13a. When the main CPU 110a receives a detection signal from the first large prize opening detection switch 13c, it updates the large prize opening prize ball counter used for prize balls by adding predetermined data to it, and also updates the counter in the large prize opening ball counter (C) memory area for counting the gaming balls that have entered the first large prize opening 13a by adding data to it.
[0271] In step S123, the main CPU 110a determines whether a detection signal has been input from the second large prize opening detection switch 14c, i.e., whether a gaming ball has entered the second large prize opening 14a. When the main CPU 110a receives a detection signal from the second large prize opening detection switch 14c, it updates the large prize opening prize ball counter used for prize balls by adding predetermined data to it, and also updates the counter in the large prize opening ball counter (C) memory area for counting the gaming balls that have entered the second large prize opening 14a by adding data to it.
[0272] In step S124, the main CPU 110a determines whether a detection signal has been input from the first start hole detection switch 10a, that is, whether a gaming ball has entered the first start hole 10 or not. In step S125, the main CPU 110a determines whether or not a detection signal has been input from the second start hole detection switch 11c, that is, whether or not a gaming ball has entered the second start hole 11b.
[0273] When the main CPU 110a receives a detection signal from the second start port detection switch 11c, it performs the second start port detection switch input process similar to the above step S124. However, in this second start port detection switch input process, "1" is added to the second special symbol retention number (U2) storage area, and the extracted jackpot determination random number value, special symbol determination random number value, and reach determination random number value are stored in the second special symbol storage area. That is, in the first start port detection switch input process and the second start port detection switch input process, only the storage areas for storing various data are different, and the rest perform the same processes.
[0274] In step S126, the main CPU 110a determines whether it has received a detection signal from the gate detection switch 12a, that is, whether the game ball has passed through the gate 12. In step S127, the main CPU 110a determines whether it has received a detection signal from the specific area detection switch 14f, that is, whether the game ball that has entered the second big winning port 14a has passed through the specific area 14e.
[0275] In step S128, the main CPU 110a determines whether it has received a detection signal from an out ball detection switch (not shown) that detects an out ball that has been launched into the game area 4a and discharged from the game area 4a. When a detection signal is received from the out ball detection switch, "1" is added to the out ball counter to update the counter value.
[0276] In step S129, the main CPU 110a performs a winning confirmation detection switch input process. In this winning confirmation detection switch input process, it determines whether it has received a detection signal from the winning confirmation detection switch 58e, subtracts "1" from the ball entry counter (D) for update (D←D - 1), and determines whether the value of the ball entry counter (D) is within the range of a predetermined determination value (lower limit value < D < upper limit value). If it is outside the range of the determination value, an abnormal winning is considered to have occurred, and an abnormal winning error designation command is set in the production transmission data storage area. If it is within the range of the determination value, the winning confirmation detection switch input process ends.
[0277] As a result, an error designation command for abnormal winning is sent to the performance control board 130, and the sub-CPU 130a of the performance control board 130, which receives the error designation command for abnormal winning, issues an abnormal winning error notification to notify that an abnormal winning error has occurred.
[0278] (First start port detection switch input processing) FIG. 24 is a flowchart illustrating the first start hole detection switch input processing by the main control board 110. In step S131, the main CPU 110a determines whether or not a detection signal has been input from the first start hole detection switch 10a. If a detection signal has been input from the first start hole detection switch 10a (step S131; Yes), the process proceeds to step S132, and if a detection signal has not been input from the first start hole detection switch 10a (step S131; No), the first start hole detection switch input process is terminated. In step S132, the main CPU 110a performs a process of updating the start port prize ball counter used for prize balls by adding predetermined data to the counter.
[0279] Next, in step S133, the main CPU 110a determines whether the reserved number set in the first reserved number (U1) storage area is less than 4. If the reserved number set in the first reserved number (U1) storage area is less than 4 (step S133; Yes), the process proceeds to step S134, and if the reserved number set in the first reserved number (U1) storage area is not less than 4 (step S133; No), the first start port detection switch input process is terminated.
[0280] In step S134, the main CPU 110a adds "1" to the first reservation number (U1) storage area and stores the result. In step S135, the main CPU 110a acquires a random number value for determining a jackpot, searches through the available memory units in the first special symbol memory area in order starting from the first memory unit, and stores the acquired random number value for determining a jackpot in the available memory unit. In step S136, the main CPU 110a acquires a random number value for determining a special symbol, searches through the available memory units in the first special symbol memory area in order starting from the first memory unit, and stores the acquired random number value for the special symbol in the available memory unit.
[0281] In step S137, the main CPU 110a acquires random number values for game play (random number values for reach determination and random number values for variation pattern determination), searches through available memory units in order starting from the first memory unit in the first special pattern memory area, and stores the acquired random number values for game play (random number values for reach determination and random number values for variation pattern determination) in an available memory unit.
[0282] In step S138, the main CPU 110a performs a first preliminary determination process. By referring to a preliminary determination table (not shown) corresponding to the current game state, the main CPU 110a determines first start winning information for indicating in advance the determination information based on the winning of the first start hole 10 based on the random number values acquired in steps S135 to S137. In step S139, the main CPU 110a sets a first start port winning designation command based on the first start winning information determined in the first preliminary determination process in step S138 in the performance transmission data storage area.
[0283] This allows the first start winning information to be sent to the performance control board 130 as a first start opening winning designation command, and the sub-CPU 130a of the performance control board 130 that receives the first start opening winning designation command can analyze the first start opening winning designation command and perform predictive performances such as a continuous preview that executes a predetermined performance across one or more variable displays executed before the display of the special pattern corresponding to the first start opening winning designation command begins, or a hold change preview that changes the display mode of the hold icon.
[0284] However, the first advance determination process is determined based on the game state at the time when the game ball entered the first starting hole 10. Therefore, if the game state changes before processing the first reservation reserved by the ball entering, the result of the jackpot determination process described later may differ from the result of the first advance determination process.
[0285] In step S140, the main CPU 110a refers to the value stored in the first reserved number (U1) memory area and sets the first special pattern storage designation command corresponding to the first reserved number (U1) updated in step S134 in the performance transmission data storage area.
[0286] In step S141, the main CPU 110a sets the first special symbol reserved display data for displaying the first reserved number (lighting or blinking LED) on the first special symbol reserved first display 19d in a predetermined processing area, and ends the first start opening detection switch input processing this time. As a result, when the first special symbol reserved display data is set in the predetermined processing area, display control data is created in the above step S114, and the created data is output in step S115, so that the first reserved number is displayed on the first special symbol reserved first display 19d.
[0287] (Second start port detection switch input processing) FIG. 25 is a flowchart illustrating the second start hole detection switch input processing by the main control board 110. In step S151, the main CPU 110a determines whether or not a detection signal has been input from the second start hole detection switch 11c. If a detection signal has been input from the second start hole detection switch 11c (step S151; Yes), the process proceeds to step S152, and if a detection signal has not been input from the second start hole detection switch 11c (step S151; No), the second start hole detection switch input process is terminated.
[0288] In step S152, the main CPU 110a performs a process of updating the start port prize ball counter used for prize balls by adding predetermined data to the counter. Next, in step S153, the main CPU 110a adds "1" to the ball entry counter (D) indicating the number of game balls that have entered the second start hole 11a, and updates it (D←D+1).
[0289] In step S154, the main CPU 110a determines whether or not an auxiliary game is being played. If an auxiliary game is being played (step S154; Yes), the process proceeds to step S159. If an auxiliary game is not being played (step S154; No), the process proceeds to step S155.
[0290] In step S155, the main CPU 110a adds "1" to the illegal ball entry counter (E) for monitoring illegal ball entries into the second starting hole 11a, and updates it (E←E+1). In step S156, the main CPU 110a determines whether the value of the illegal ball entry counter is greater than a specified number (10). If it is greater than the specified number (step S156; Yes), the process proceeds to step S157, and if it is less than the specified number (step S156; No), the process proceeds to step S160.
[0291] In step S157, the main CPU 110a sets an illegal ball entry error designation command in the performance transmission data storage area, assuming that an illegal ball entry has occurred. As a result, the illegal ball entry error designation command is sent to the performance control board 130, and the sub-CPU 130a of the performance control board 130 that receives the illegal ball entry error designation command issues an illegal ball entry error notification to notify that an illegal ball entry error has occurred.
[0292] In step S158, the main CPU 110a clears the value of the illegal ball entry counter (E) to "0". In step S159, the main CPU 110a adds "1" to the second starting hole ball entry counter (L) to update it (L←L+1).
[0293] Next, in step S160, the main CPU 110a determines whether the number of reserved items set in the second reserved number (U2) storage area is less than 4. If the number of reserved items set in the second reserved number (U2) storage area is less than 4 (step S160; Yes), the process proceeds to step S154, and if the number of reserved items set in the second reserved number (U2) storage area is not less than 4 (step S160; No), the second start port detection switch input process is terminated.
[0294] In step S161, the main CPU 110a adds "1" to the second special symbol reserved number (U2) storage area and stores the added number. In step S162, the main CPU 110a acquires a random number value for determining a jackpot, searches through the available memory units in the second special pattern memory area in order from the first memory unit, and stores the acquired random number value for determining a jackpot in the available memory unit.
[0295] In step S163, the main CPU 110a acquires a random number value for determining a special symbol, searches through the available memory units in the second special symbol memory area in order from the first memory unit, and stores the acquired random number value for the special symbol in the available memory unit. In step S164, the main CPU 110a acquires random number values for game play (random number values for reach determination and random number values for variation pattern determination), searches through available memory units in the second special pattern memory area in order from the first memory unit, and stores the acquired random number values for game play (random number values for reach determination and random number values for variation pattern determination) in an available memory unit.
[0296] In step S165, the main CPU 110a performs a second preliminary determination process. By referring to a preliminary determination table (not shown) corresponding to the current game state, the main CPU 110a determines second start winning information for indicating the determination information by the second start port 11a in advance based on the random number values acquired in steps S162 to S164. In step S166, the main CPU 110a sets a second start port winning designation command based on the second start winning information determined in the second preliminary determination process in step S165 in the transmission data storage area for performance.
[0297] This allows the second start winning information to be sent to the performance control board 130 as a second start opening winning designation command, and the sub-CPU 130a of the performance control board 130 that receives the second start opening winning designation command can analyze the second start opening winning designation command and perform predictive performances such as a continuous preview that executes a predetermined performance across one or more variable displays executed before the display of the special pattern corresponding to the second start opening winning designation command begins, or a hold change preview that changes the display mode of the hold icon.
[0298] However, the second advance determination process is determined based on the game state at the time when the game ball entered the second starting hole 11a. Therefore, if the game state changes before the second reservation reserved by the ball entering is processed, the result of the jackpot determination process described later may differ from the result of the second advance determination process.
[0299] In step S167, the main CPU 110a refers to the value stored in the second reserved number (U2) memory area and sets the second special pattern storage designation command corresponding to the second reserved number (U2) updated in step S161 in the performance transmission data storage area.
[0300] In step S168, the main CPU 110a sets the second special symbol reserved display data for displaying the second reserved number (LED lighting or blinking) on the second special symbol reserved first indicator 19e in a predetermined processing area, and ends the current second start port detection switch input processing. As a result, when the second special symbol reserved display data is set in the predetermined processing area, display control data is created in step S114, and the created data is output in step S115, so that the second reserved number is displayed on the second special symbol reserved first indicator 19e.
[0301] (Gate detection switch input processing) FIG. 26 is a flowchart illustrating gate detection switch input processing by the main control board 110.
[0302] In step S171, the main CPU 110a determines whether or not a detection signal has been input from the gate detection switch 12a. If the main CPU 110a determines that a detection signal has been input from the gate detection switch 12a (step S171; Yes), the main CPU 110a proceeds to step S172, and if a detection signal has not been input from the gate detection switch 12a (step S171; No), the main CPU 110a ends this gate detection switch input process.
[0303] In step S172, the main CPUa determines whether the jackpot game flag is ON. If the main CPU110a determines that the jackpot game flag is ON (step S172; Yes), it shifts the process to step S178, and if it determines that the jackpot game flag is not ON (step S172; No), it shifts the process to step S173.
[0304] In step S173, the main CPU 110a determines whether the number of reserved normal symbols (G) is less than 4. When the main CPU 10a determines that the number of reserved normal symbols (G) is less than 4 (step S173; Yes), it stores the value obtained by adding "1" to the number of reserved normal symbols (G) stored in the number of reserved normal symbols (G) storage area as a new number of reserved normal symbols (G). When the main CPU 110a determines that the number of reserved normal symbols (G) is not less than 4 (step S173; No) in step S173, it ends the current gate detection switch input process.
[0305] In step S174, the main CPU 110a acquires a random number value for determining whether a win has been made, searches through the available memory units in the normal symbol reserved memory area in order from the first memory unit, and stores the acquired random number value for determining whether a win has been made in the available memory unit. In step S175, the main CPU 110a acquires a random number value for pattern determination, searches through available memory units in the normal pattern reservation memory area in order starting from the first memory unit, and stores the acquired random number value for pattern determination in an available memory unit.
[0306] In step S176, the main CPU 110a acquires a random number value for determining a normal symbol variation pattern, searches through the available storage units in the normal symbol reserve storage area in order from the first storage unit, and stores the acquired random number value for determining a normal symbol variation pattern in the available storage unit. The random number value for winning determination, the random number value for pattern determination, and the random number value for determining a normal symbol variation pattern are stored in a predetermined storage unit in the normal symbol reserve storage area.
[0307] In step S177, the main CPU 110a refers to the value stored in the normal symbol reserved number (G) memory area, and sets the normal symbol storage designation command corresponding to the normal symbol reserved number (G) updated in step S174 in the performance transmission data storage area.
[0308] In step S178, the main CPU 110a sets the normal symbol reservation display data for displaying the normal symbol reservation number (LED lighting or flashing) on the normal symbol reservation first display 19f in a predetermined processing area, and ends this gate detection switch input processing. As a result, when the normal symbol reservation display data is set in the predetermined processing area, display control data is created in step S114, and the created data is output in step S115, so that the normal symbol reservation number is displayed on the normal symbol reservation first display 19f.
[0309] If it is determined in step S172 that the big win game flag is ON, the main CPU 110a executes a round start flag determination process (FIG. 35) to be described later in step S179. In step S180, the main CPU 110a executes a round start process, which will be described later, and ends this gate detection switch input process. In this way, even when a detection signal is input from the gate detection switch 12a, if the jackpot game flag is ON, the number of reserved normal symbols is not calculated and the random number value is not obtained.
[0310] (Specific area detection switch input processing) FIG. 27 is a flowchart illustrating the specific area detection switch input processing by the main control board 110. In step S142, the main CPU 110a determines whether or not a detection signal has been input from the specific area detection switch 14f. If the main CPU 110a determines that a detection signal has been input from the specific area detection switch 14f (step S142; Yes), it proceeds to step S143, and if it determines that a detection signal has not been input (step S142; No), it ends this specific area detection switch input process.
[0311] In step S143, the main CPU 110a turns on the specific area winning flag, which is a flag indicating that the gaming ball has passed through the specific area 14e.
[0312] In step S144, the main CPU 110a sets a specific area winning designation command indicating that the gaming ball has passed through the specific area 14e in the effect transmission data storage area, and ends this specific area detection switch input process.
[0313] (Reference value counter update process) FIG. 28 is a flowchart illustrating the reference value counter update process performed by the main control board 110. In step S145, the main CPU 110a determines whether the counter value of the out ball counter has been updated in the out ball detection switch input process in the above step S128. If the main CPU 110a determines that the counter value of the out ball counter has been updated (step S145; Yes), it proceeds to step S147, and if it determines that the counter value of the out ball counter has not been updated (step S145; No), it proceeds to step S146.
[0314] In step S146, the main CPU 110a determines whether any of the prize ball counters for the various prize ports (first start port 10, second start port 11a, first large prize port 13a, second large prize port 14a, and general prize port 21) have been updated. If the main CPU 110a determines that none of the prize ball counters have been updated (step S146; No), it ends the current reference value counter update process, and if it determines that any of the prize ball counters have been updated (step S146; Yes), it proceeds to step S147.
[0315] In step S147, the main CPU 110a performs calculation processing of the reference value counter based on the updated counter value of the out ball counter and the updated counter value of the prize ball counter, and updates the counter value of the reference value counter. The reference value counter will be described in detail later.
[0316] In step S148, the main CPU 110a sets a reference value counter update command indicating the updated counter value of the reference value counter in the performance transmission data storage area, and ends the current reference value counter update process. If the reference value counter update command has been set in the performance transmission data storage area, counter value data of the reference value counter is created in step S114, and the created data is output in step S115.
[0317] (Special diagram special power control processing) FIG. 29 is a flowchart illustrating the special chart special power control process by the main control board 110. In step S181, the main CPU 110a loads the value of the special drawing special power processing data, and in step S182, refers to the branch address from the loaded special drawing special power processing data.
[0318] In step S183, if the special symbol special power processing data = 0 (step S183; Yes), the main CPU 110a transfers processing to the special symbol memory determination processing of step S184, and if the special symbol special power processing data = 0 (step S183; No), the main CPU 110a transfers processing to step S185.
[0319] In step S185, if the special pattern special power processing data = 1 (step S185; Yes), the main CPU 110a transfers processing to the special pattern change processing in step S186, and if the special pattern special power processing data = 1 (step S185; No), it determines in step S187 whether the special pattern special power processing data = 2.
[0320] In step S187, if the special symbol special power processing data = 2 (step S187; Yes), the main CPU 110a transfers processing to the special symbol stop processing of step S188, and if the special symbol special power processing data = 2 (step S187; No), the main CPU 110a transfers processing to step S189.
[0321] In step S189, if the special symbol special power processing data is 3 (step S189; Yes), the main CPU 110a transfers processing to the jackpot game processing in step S190, and if the special symbol special power processing data is not 3 (step S189; No), the main CPU 110a transfers processing to step S191.
[0322] In step S191, if the special symbol special power processing data is 4 (step S191; Yes), the main CPU 110a transfers processing to the small win game processing in step S192, and if the special symbol special power processing data is not 4 (step S191; No), the main CPU 110a transfers processing to step S193.
[0323] In step S193, if the special chart special power processing data = 5 (step S193; Yes), the main CPU 110a transfers processing to the jackpot game termination processing of step S194, and if the special chart special power processing data = 5 (step S193; No), the main CPU 110a terminates the current special chart special power control processing.
[0324] (Special pattern memory determination process) FIG. 30 is a flowchart illustrating the special symbol memory determination process performed by the main control board 110. In step S202, the main CPU 110a determines whether or not a special symbol is being displayed variably. If the special symbol is being displayed variably, that is, if the special symbol time counter is not "0" (step S202; Yes), the main CPU 110a ends the current special symbol memory determination process, and if the special symbol is not being displayed variably, that is, if the special symbol time counter is "0" (step S202; No), the main CPU 110a moves the process to step S203 and determines whether the second reserved number (U2) memory area is "1" or more.
[0325] In step S203, if the main CPU 110a determines that the second reserved number (U2) storage area is not "1" or more (step S203; No), it moves the process to step S204, and if it determines that the second reserved number (U2) storage area is "1" or more (step S203; Yes), it moves the process to step S206. As a result, the second special symbol storage area is processed with priority over the first special symbol storage area.
[0326] In step S204, the main CPU 110a subtracts "1" from the value stored in the second reservation number (U2) storage area and stores the subtracted value. In step S205, the main CPU 110a determines whether the first reserved number (U1) storage area is equal to or greater than "1." If the main CPU 110a determines that the first reserved number (U1) storage area is not equal to or greater than "1" (step S205; No), it ends the current special symbol storage determination process, and if it determines that the first reserved number (U1) storage area is equal to or greater than "1" (step S205; Yes), it moves the process to step S206.
[0327] In step S206, the main CPU 110a subtracts "1" from the value stored in the first reservation number (U1) storage area and stores the subtracted value. In step S207, the main CPU 110a performs a shift process of the data stored in the special symbol reserved memory area corresponding to the reserved number (U) memory area subtracted in steps S203 to S206. Specifically, the data stored in the first memory unit to the fourth memory unit in the first special symbol memory area or the second special symbol memory area is shifted to the previous memory unit.
[0328] Here, the data stored in the first storage unit is shifted to the judgment storage area (0th storage unit). At this time, the data stored in the first storage unit is written to the judgment storage area (0th storage unit), and the data already written to the judgment storage area (0th storage unit) is erased from the special symbol reserved storage area.
[0329] In step S208, the main CPU 110a executes a jackpot determination process based on the data (random number value for jackpot determination, random number value for special symbol determination) written in step S206 to the determination memory area (0th memory section) of the special symbol reserved memory area.
[0330] In step S209, the main CPU 110a sets a performance symbol designation command corresponding to the special symbol stop symbol data determined in step S208 in a performance transmission data storage area. In step S210, the main CPU 110a performs a fluctuation pattern determination process. In the fluctuation pattern determination process, the main CPU 110a refers to the game RWM area of the main RAM 110c to determine a fluctuation pattern determination table based on the current game state. The main CPU 110a sets a fluctuation pattern designation command corresponding to the determined fluctuation pattern in the performance transmission data storage area.
[0331] In step S211, the game state at the start of the fluctuation is confirmed, and a game state designation command corresponding to the current game state is set in the transmission data storage area for presentation. In step S212, the main CPU 110a starts the variable display of the special symbol on the first special symbol first display 19a or the second special symbol first display 19b. That is, the special symbol variable display data is set in the processing area. As a result, when the special symbol variable display data is set in the processing area, display control data is created in the above step S114, and the created data is output in the above step S115, thereby starting the variable display of the special symbol on the first special symbol first display 19a or the second special symbol first display 19b.
[0332] In step S213, when the main CPU 110a starts the variable display of the special symbol, it sets the variable time (counter value) based on the determined variable pattern in the special symbol time counter and ends the special symbol memory determination process. Note that the special symbol time counter is decremented every 4 ms in the above step S102.
[0333] (Jackpot detection process) FIG. 31 is a flowchart illustrating the big win determination process performed by the main control board 110. In step S221, the main CPU 110a determines whether or not the random number value for determining a big win written in the determination memory area (0th memory section) of the special symbol reserved memory area in step S207 is a random number value for a "big win".
[0334] If the special pattern reserved memory area shifted in step S207 is a random number value memory area for determining the first special pattern, the main CPU 110a refers to the jackpot determination table for the first special pattern shown in Figure 7(a), and if the special pattern reserved memory area shifted in step S207 is a second special pattern memory area, the main CPU 110a refers to the jackpot determination table for the second special pattern shown in Figure 7(b) to determine whether the random number value for determining the jackpot is a "jackpot."
[0335] If the main CPU 110a determines that a big win has occurred (step S221; Yes), it shifts the process to step S222, and if it determines that a big win has not occurred (step S221; No), it shifts the process to step S225.
[0336] In step S222, the main CPU 110a judges the random number value for the jackpot special pattern written in the judgment memory area (0th memory section) of the special pattern reserve memory area in step S207, determines the type of special pattern (special pattern stop data), and performs a jackpot special pattern determination process in which the determined special pattern stop data is set in the special pattern stop data memory area.
[0337] The main CPU 110a refers to the jackpot special pattern determination table shown in Figure 8(a), and determines special pattern stop data indicating the type of special pattern to be stopped based on the random number value for the special pattern written in the judgment memory area (0th memory section), and sets the determined special pattern stop data in the special pattern stop data memory area.
[0338] Furthermore, the determined special pattern is used to determine whether or not there is a "jackpot" in the special pattern stopping process shown in Figure 34 described later, and is also used to determine the operation mode of the first large prize opening 13a in the jackpot game process shown in Figure 37 described later, and is also used to determine the game status after the jackpot ends in the jackpot game ending process shown in Figure 40 described later.
[0339] In step S223, the main CPU 110a determines a performance symbol designation command based on the special symbol stop data of the jackpot determined in step S222, and sets the determined performance symbol designation command in a performance transmission data storage area.
[0340] In step S224, the main CPU 110a determines the game state at the time of winning the jackpot from the information set in the game state storage area, sets the game state information indicating the game state at the time of winning the jackpot in the game state buffer, and ends this jackpot determination process. Specifically, the main CPU 110a sets 00H if the time-saving game flag is not set, and sets 01H if the time-saving game flag is set.
[0341] The reason why the game status at the time of winning the jackpot is set in the game status buffer separately from the game status memory area is that the time-saving game flag in the game status memory area is reset during the jackpot game, and therefore when determining a new game status at the end of the jackpot game based on the game status at the time of winning the jackpot after the jackpot game has ended, it is not possible to refer to the game status memory area.
[0342] By providing a game status buffer for storing game information indicating the game status at the time of winning a jackpot, separate from the game status memory area, it is possible to set a new game status after the end of the jackpot game (time-saving game status, number of time-saving games, etc.) based on the game status at the time of winning a jackpot, by referring to the game information in the game status buffer after the end of the jackpot.
[0343] In step S225, the main CPU 110a determines whether or not the random number value for jackpot determination written in the determination memory area (0th memory section) of the special symbol reserve memory area in step S207 is a random number value for a "small win". Specifically, if the special symbol reserve memory area shifted in step S207 is the first special symbol determination random number value memory area, the main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 7(a), and if the special symbol reserve memory area shifted in step S207 is the second special symbol memory area, the main CPU 110a refers to the jackpot determination table for the second special symbol shown in Figure 7(b) to determine whether or not the random number value for jackpot determination is a "small win".
[0344] If the main CPU 110a determines that a small win has occurred (step S225; Yes), it proceeds to step S226, and if it determines that a small win has not occurred (step S225; No), it proceeds to step S228.
[0345] In step S226, the main CPU 110a determines a special symbol for a small win by referring to the small win special symbol determination table shown in FIG. 8(b), and sets the determined special symbol stop data for the small win in the special symbol stop data storage area.
[0346] Furthermore, the determined special pattern is used to determine whether or not it is a "small win" in the special pattern stop processing shown in Figure 34 described later, and is also used to determine the operation mode of the second large prize opening 14a in the small win game processing shown in Figure 38 described later, and is also used to determine the game status after the end of the jackpot in the jackpot game end processing shown in Figure 40 described later.
[0347] In step S227, the main CPU 110a determines a performance pattern designation command based on the special symbol stop data for the small win determined in step S226 above, sets the determined performance pattern designation command in the performance transmission data storage area, and terminates the current big win determination process.
[0348] In step S228, the main CPU 110a determines a special symbol for a loss by referring to the loss special symbol determination table of FIG. 8(c), and sets the determined special symbol stop data for a loss in the special symbol stop data storage area.
[0349] In step S229, the main CPU 110a determines a performance pattern designation command based on the losing special symbol stop data determined in step S228, sets the determined performance pattern designation command in the performance transmission data storage area, and terminates the current jackpot determination process.
[0350] (Special chart variation pattern determination process) FIG. 32 is a flowchart illustrating the special chart variation pattern determination process performed by the main control board 110. In step S231, the main CPU 110a checks the current (at the start of fluctuation) game state from the information set in the game state storage area. If the main CPU 110a checks that the current game state is a time-shortened game state (step S231; Yes), it proceeds to step S232, and if the main CPU 110a checks that the current game state is not a time-shortened game state (step S231; No), it proceeds to step S233.
[0351] In step S232, when determining the variation pattern of the special symbol in the previous variation display to be the last in the time-shortened game state, the main CPU 110a selects the variation pattern determination table of the special symbol for the time-shortened game state in Figure 17, and when determining the variation pattern of the special symbol in the last variation display in the time-shortened game state, it selects the variation pattern determination table of the special symbol for the time-shortened game state in Figure 18.
[0352] In step S233, when the main CPU 110a determines the change pattern of the special symbols in the change display other than the remaining reservation of the second special symbol after transition to the non-time-shortened game state, it selects the change pattern determination table of the special symbols for the non-time-shortened game state in Figure 15, and when the main CPU 110a determines the change pattern of the special symbols in the change display related to the remaining reservation of the second special symbol after transition to the non-time-shortened game state, it selects the change pattern determination table of the special symbols for the non-time-shortened game state in Figure 16.
[0353] In step S234, the main CPU 110a determines the special pattern variation pattern (special pattern variation pattern) by comparing the type of starting hole at the time of winning, the result of the jackpot determination based on that winning, the type of special pattern (special pattern stop pattern data), the random number value for reach determination and the random number value for special pattern variation stored in the 0th memory section of the memory area for the special pattern, the current number of reserved balls, and the selected variation pattern determination table.
[0354] In step S235, the main CPU 110a sets the variation time corresponding to the variation pattern of the special symbol determined in step S234 in the special symbol time counter. Note that the special symbol time counter is decremented by 1 every 4 ms in step S102.
[0355] In step S236, the main CPU 110a sets a variation pattern designation command corresponding to the variation pattern of the special symbol determined in step S234 in the performance transmission data storage area. As a result, the variation pattern designation command is sent to the performance control board 130.
[0356] (Special pattern change processing) FIG. 33 is a flowchart illustrating the special symbol variation process performed by the main control board 110. In step S242, the main CPU 110a determines whether the variable time set in step S213 has ended (passed) or not (is the special symbol time counter = 0?). As a result, if it is determined that the variable time has not ended (passed) (step S242; No), the special symbol variable process is terminated, and if it is determined that the variable time has ended (passed) (step S242; Yes), the process proceeds to step S243.
[0357] In step S243, the main CPU 110a clears the set variable display data and sets special symbol stop data in a predetermined processing area to stop the special symbol set in steps S222, S226, and S228 on the first special symbol first display 19a or the second special symbol first display 19b. As a result, the special symbol is stopped and displayed on the first special symbol first display 19a or the second special symbol first display 19b, and the player is notified of the jackpot determination result.
[0358] In step S244, the main CPU 110a determines whether a flag is ON in the time-shortening flag storage area. If the flag is ON in the time-shortening flag storage area, the current gaming state is a time-shortening gaming state. If the main CPU 110a determines that the time-shortening gaming flag is ON (step S244; Yes), it shifts processing to step S245, and if it determines that the time-shortening gaming flag is OFF (step S244; No), it shifts processing to step S250.
[0359] In step S245, the main CPU 110a judges whether or not the stopped variable display is a variable display related to the first special symbol based on the winning of a gaming ball into the first start opening 10. If the main CPU 110a judges that the variable display is related to the first special symbol (step S245; Yes), it shifts the processing to step S246, and if it judges that the variable display is not related to the first special symbol (the variable display based on the winning of a gaming ball into the second start opening 11a has stopped) (step S245; No), it shifts the processing to step S247.
[0360] In step S246, the main CPU 110a subtracts "1" from the second time-shortening number of times (J2) stored in the second time-shortening number of times game (J2) storage area to update it (J2←J2-1). In step S247, the main CPU 110a subtracts "1" from the first time-shortened number of times (J1) stored in the first time-shortened number of times (J1) memory area and the second time-shortened number of times (J2) memory area to update them (J1←J1-1&J2←J2-1).
[0361] In step S248, the main CPU 110a determines whether or not either the first time-shortening game number (J1) or the second time-shortening game number (J2) is "0." If the main CPU 110a determines that either the first time-shortening game number (J1) or the second time-shortening game number (J2) is "0" (step S248; Yes), the main CPU 110a shifts the processing to step S249, and if the main CPU 110a determines that either the first time-shortening game number (J1) or the second time-shortening game number (J2) is not "0" (step S248; No), the main CPU 110a shifts the processing to step S250.
[0362] In step S249, the main CPU 110a turns off the time-shortening game flag stored in the time-shortening game flag storage area. If either the first time-shortening game count (J1) or the second time-shortening game count (J2) is "0", the variable display of the special symbol is performed an executable number of times in the time-shortening game state, and the variable display of the special symbol in the time-shortening game state ends.
[0363] In step S250, the main CPU 110a checks the current state of the game conditions, and sets a game state designation command indicating the game state in the effect transmission data storage area. In step S251, the main CPU 110a sets a special symbol determination command in the transmission data storage area for performance. The special symbol determination command also includes information on the second time-shortening game number (J2) updated in the above-mentioned step S246, or information on the first time-shortening game number (J1) and information on the second time-shortening game number (J2) updated in the above-mentioned step S247.
[0364] In step S252, the main CPU 110a sets the special symbol stop time of this special symbol in the special symbol time counter based on the variation pattern of the special symbol this time. Note that the special symbol time counter is updated by subtracting 1 every 4 ms in the above step S102.
[0365] In step S253, the main CPU 110a sets "2" to the special symbol special power processing data, and ends this special symbol variation processing.
[0366] (Special pattern stop processing) FIG. 34 is a flowchart illustrating the special symbol stopping process by the main control board 110. In step S261, the main CPU 110a determines whether the symbol stop time set in step S252 has ended (passed) or not (special symbol time counter = 0?). As a result, if the main CPU 110a determines that the symbol stop time has ended (passed) (step S261; Yes), it moves the process to step S262, and if it determines that the symbol stop time has not ended (passed) (step S261; No), it ends the current special symbol stop process.
[0367] In step S262, the main CPU 110a determines whether the special symbol stop data stored in the special symbol stop data storage area is related to a jackpot special symbol (special symbol stop data = 01 to 06). If the main CPU 110a determines that it is a jackpot special symbol (step S262; Yes), it shifts the process to step S267, and if it determines that it is not a jackpot special symbol (step S262; No), it shifts the process to step S263.
[0368] In step S263, the main CPU 110a determines whether the special symbol stop data stored in the special symbol stop data storage area is related to the small win special symbol (special symbol stop data = 07, 08). If the main CPU 110a determines that it is a small win special symbol (step S263; Yes), it moves the process to step S265, and if it determines that it is not a small win special symbol (step S263; No), it moves the process to step S264. In step S264, the main CPU 110a sets the special symbol special power processing data to "0" and ends the current special symbol stop processing.
[0369] In step S265, the main CPU 110a sets "4" to the special symbol special power processing data, and prepares to move to the small win game processing shown in FIG. In step S266, the main CPU 110a performs a small win game preparation process. In this small win game preparation process, the main CPU 110a refers to the small win game control table shown in Fig. 11(a) and determines the small win game large win opening / closing control table for "TBL.No4" as the small win game large win opening / closing control table shown in Fig. 11(b) based on the special symbol stop data.
[0370] In step S267, the main CPU 110a sets "3" to the special symbol special power processing data, and prepares to move to the big win game processing shown in FIG. In step S268, the main CPU 110a clears the data stored in the time-shortening game flag storage area, the first time-shortening game number (J1) storage area, and the second time-shortening game number (J2) storage area.
[0371] In step S269, the main CPU 110a performs a first-class jackpot game preparation process. In this first-class jackpot game preparation process, the main CPU 110a refers to the first-class jackpot game control table shown in Fig. 9, and determines one of the first-class jackpot game large prize opening / closing control tables "TBL.No1", "TBL.No2", and "TBL.No3" from the first-class jackpot game large prize opening / closing control table shown in Fig. 10 based on the special symbol stop data, and sets it in the game RWM area of the main RAM 110c.
[0372] In step S270, the main CPU 110a indicates that the condition device has been activated and sets a condition device command (condition device activation start command) to perform the performance after the condition device is activated in the performance transmission data storage area, and then ends the special pattern stop processing for this time.
[0373] The condition device is configured by the main CPU 110a, and specifically, is configured by the big prize opening operation control section of the main CPU 110a. The condition device is activated when a combination of specific symbols (jackpot symbols) is displayed or when a gaming ball that has entered the second big winning hole 14a during a small winning game passes through the specific area 14e.
[0374] (Round start flag determination process) FIG. 35 is a flowchart illustrating the round start flag determination process performed by the main control board 110. In step S295, the main CPU 110a determines whether the round start flag is ON. If the main CPU 110a determines that the round start flag is ON (step S295; Yes), it ends the current round start flag determination process, and if it determines that the round start flag is not ON (step S295; No), it proceeds to step S296.
[0375] In step S296, the main CPU 110a performs processing to set the round start flag to ON. Next, in step S297, the main CPU 110a sets a winning combination device operation start command in a performance transmission data storage area of the main RAM 110c. In step S298, the main CPU 110a performs a process of setting the combination device operation start flag to ON, and ends the current round start flag determination process.
[0376] The "round start flag" is a flag that is set to determine whether or not it is necessary to control the timing for starting a round of play in a jackpot game. That is, the round start flag is used to set the gate detection switch 12a to ON as a condition for activating the consecutive role operation device (combined role device) when the condition device is activated.
[0377] The device for continuously operating the accessory is partly configured by the main CPU 110a, specifically, by the large prize opening operation control section of the main CPU 110a. The device for continuously operating the accessory operates when the gate detection switch is turned on after the condition device is activated.
[0378] (Round start process) FIG. 36 is a flowchart illustrating the round start process by the main control board 110. First, in step S271, the main CPU 110a determines whether or not the combination device operation start flag is ON. In step S272, if the combination device operation start flag is ON (step S271; Yes), the main CPU 110a transfers processing to step S272, and if the combination device operation start flag is not ON (step S271; No), the main CPU 110a terminates this opening processing.
[0379] In step S272, the main CPU 110a sets the round designation command in the transmission data storage area for performance. In step S273, the main CPU 110a turns off the combination device operation start flag, and ends the current round start process.
[0380] (Jackpot game processing) FIG. 37 is a flowchart illustrating the big win game processing by the main control board 110. First, in step S275, the main CPU 110a determines whether the jackpot game flag is ON. If the main CPU 110a determines that the jackpot game flag is ON (step S275; Yes), it proceeds to step S276. If the main CPU 110a determines that the jackpot game flag is not ON (step S275; No), it ends the current jackpot game process.
[0381] In step S276, the main CPU 110a determines whether or not the opening is in progress. If the main CPU 110a determines that the opening is in progress (step S276; Yes), it proceeds to step S277, and if it determines that the opening is not in progress (step S276; No), it proceeds to step S281. The opening (opening game) is the period from the start of the jackpot game to the start of the first round game (the first opening of the first big prize opening 13a).
[0382] In step S277, the main CPU 110a determines whether a preset opening time has elapsed. That is, the main CPU 110a determines whether the special game timer counter is 0, and if the special game timer counter is 0, determines that the opening time has elapsed.
[0383] If the main CPU 110a determines that the set opening time has elapsed (step S277; Yes), it transfers processing to step S278, and if it determines that the set opening time has not elapsed (step S277; No), it terminates the current jackpot game processing.
[0384] In step S278, the main CPU 110a determines whether the round start flag is ON. If the main CPU 110a determines that the round start flag is not ON (step S278; No), it ends the current big win game process, and if it determines that the round start flag is ON (step S278; Yes), it proceeds to step S279.
[0385] In step S279, the main CPU 110a performs a round game start process. Specifically, the main CPU 110a adds "1" to the value (round number (R)) stored in the round game count storage area and stores the result. Note that, since no round game has been executed at the time of step S279, the main CPU 110a stores "1" in the round game count storage area.
[0386] In step S280, the main CPU 110a performs a special prize opening opening process. Specifically, the main CPU 110a adds "1" to the value (special prize opening opening number (K)) stored in the special prize opening opening number storage area and stores the result. Then, the main CPU 110a sets first special prize opening opening opening solenoid energization start data in the game RWM area of the main RAM 110c in order to energize the first special prize opening opening opening solenoid 13d and open the first special prize opening 13a.
[0387] Here, the main CPU 110a refers to the special prize opening opening / closing control table and sets the opening time of the first special prize opening 13a (the operation time of the first special prize opening control device 13) in the special game timer counter based on the round number (R) and the special power operation number (K). Note that the special game timer counter is decremented every 4 ms in step S102.
[0388] For example, when the first round of play in a jackpot game is opened for the first time, "1" is set in the number of rounds of play storage area and "1" is set in the special signal operation number storage area, so a round designation command indicating the first round of play is set in the performance transmission data storage area.
[0389] On the other hand, if "1" is not set in the special signal operation number storage area, the round designation command is not set in the effect transmission data storage area, and the current jackpot game processing is terminated. In other words, when K=1, it means the start of a round game, so the main CPU 110a sends a round designation command only at the start of a round. Furthermore, when the effect control board 130 receives the round designation command, a display for effect, such as "Round 1," is displayed on the screen of the image display device 16.
[0390] In step S281, the main CPU 110a determines whether or not the ending is in progress. If the main CPU 110a determines that the ending is in progress (step S281; Yes), it proceeds to step S291, and if it determines that the ending is not in progress (step S281; No), it proceeds to step S282. The ending (ending game) is the period from when all of the preset round games have ended (when the final opening of the first big winning port 13a has ended) to when the big win game has ended.
[0391] In step S282, the main CPU 110a determines whether the first large prize opening 13a is open or not, that is, whether the first large prize opening control device 13 is operating or not. If the main CPU 110a determines that the first large prize opening 13a is open (step S282; Yes), it proceeds to step S283, and if it determines that the first large prize opening 13a is not open (step S282; No), it proceeds to step S293.
[0392] In step S293, the main CPU 110a determines whether a preset closing time has elapsed. If the main CPU 110a determines that the closing time has elapsed (step S293; Yes), it moves the process to step S280, and if it determines that the closing time has not elapsed (step S293; No), it ends the current jackpot game process.
[0393] In step S283, the main CPU 110a determines whether or not the "opening termination condition" for terminating the opening of the first large prize opening 13a has been met. If the main CPU 110a determines that the "opening termination condition" has been met (step S283; Yes), the process proceeds to step 284. If the main CPU 110a determines that the "opening termination condition" has not been met (step S283; No), the process ends the current large prize game.
[0394] The "opening end condition" is when the counter value of the round winning counter reaches a specified number in the round game (for example, 10) or when the maximum opening time has elapsed (special game timer counter = 0).
[0395] In step S284, the main CPU 110a performs a special prize opening closing process. This special prize opening closing process sets the power stop data for the first special prize opening opening solenoid 16d in the game RWM area of the main RAM 110c in order to close the open first special prize opening 13a, and also references the special prize opening opening / closing control table and sets the closing time for the first special prize opening 13a in the special game timer counter based on the current round number (R) and special power activation number (K). This closes the first special prize opening 13a.
[0396] In step S285, the main CPU 110a determines whether one round of play has ended. Specifically, one round of play ends when the special call activation number (K) reaches the number of times set for the round of play or the counter value of the round winning counter reaches a specified number (for example, 10), so it determines whether such a condition has been met.
[0397] If the main CPU 110a determines that one round of play has ended (step S285; Yes), it transfers processing to step S286, and if it determines that one round has not ended (step S285; No), it ends the current jackpot game processing.
[0398] In step S286, the main CPU 110a performs a reset process. Specifically, the main CPU 110a clears the special call activation number storage area and also clears the counter value of the round winning counter.
[0399] In step S287, the main CPU 110a determines whether the jackpot game has ended, that is, whether the value (round number (R)) stored in the round game count storage area is the number of round games executed in the jackpot game. If the main CPU 110a determines that the jackpot game has ended (step S287; Yes), it shifts the process to step S288, and if it determines that the jackpot game has not ended (step S287; No), it shifts the process to step S294.
[0400] In step S294, the main CPU 110a adds "1" to the current round number (R) stored in the round game count storage area, stores the added number, and ends the current big win game process.
[0401] In step S288, the main CPU 110a turns off the big win game flag. In step S289, the main CPU 110a turns off the round start flag.
[0402] In step S290, the main CPU 110a performs ending processing. Specifically, the main CPU 110a checks the type of jackpot according to the special symbol stop data, and sets an ending designation command corresponding to the type of jackpot to be transmitted to the performance control board 130 in the performance transmission data storage area. Next, the main CPU 110a sets the ending time according to the type of jackpot in the special game timer counter.
[0403] In step S291, the main CPU 110a determines whether the set ending time has elapsed. If the main CPU 110a determines that the ending time has elapsed (step S291; Yes), it proceeds to step S292, and if it determines that the ending time has not elapsed (step S291; No), it ends the current jackpot game process. In step S292, the main CPU 110a sets "5" to the special symbol special power processing data, and ends the current big win game processing.
[0404] (Small win game processing) FIG. 38 is a flowchart illustrating the small win game processing by the main control board 110. In step S299, the main CPU 110a determines whether or not the opening is in progress. If the main CPU 110a determines that the opening is in progress (step S299; Yes), the process proceeds to step S300, and if the main CPU 110a determines that the opening is not in progress (step S299; No), the process proceeds to step S303.
[0405] In step S300, the main CPU 110a determines whether a preset opening time has elapsed. That is, the main CPU 110a determines whether the special game timer counter is 0 or not, and if the special game timer counter is 0, determines that the opening time has elapsed. If the main CPU 110a determines that the opening time has elapsed (step S300; Yes), it moves the process to step S301, and if it determines that the opening time has not elapsed (step S300; No), it ends the current small win game process.
[0406] In step S301, the main CPU 110a performs a special prize opening opening process. Specifically, the main CPU 110a first adds "1" to the value (special prize operation number (K)) stored in the special prize operation number storage area and stores the result. Then, the main CPU 110a sets the power supply start data for the second large prize opening opening / closing solenoid 14d to open the second large prize opening 14a, and sets the opening time of the second large prize opening 14a based on the current special prize operation number (K) in the special game timer counter by referring to the special prize opening opening / closing control table for small prize games determined in step S266.
[0407] In step S302, the main CPU 110a performs a specific area opening / closing control process. Specifically, the main CPU 110a controls the energization of the distribution solenoid 22b based on the specific area opening / closing control table for small win games shown in Figure 11 (c). In this embodiment, the specific area 14e opens for 0.8 seconds when 1.0 second has elapsed since the second large prize opening 14a began to open.
[0408] In step S303, the main CPU 110a determines whether the specific area prize winning flag is ON. If the main CPU 110a determines that the specific area prize winning flag is ON (step S303; Yes), it proceeds to step S314, and if the main CPU 110a determines that the specific area prize winning flag is not ON (step S303; No), it proceeds to step S304.
[0409] In step S314, the main CPU 110a indicates that the condition device has been activated and sets a condition device command (condition device activation start command) for performing the effect after the condition device is activated in the effect transmission data storage area. In step S315, the main CPU 110a performs a process of shifting to a second type big win game.
[0410] In step S304, the main CPU 110a determines whether or not the game is ending. If the main CPU 110a determines that the game is ending (step S304; Yes), it proceeds to step S311, and if it determines that the game is not ending (step S304; No), it proceeds to step S305. The ending is the period from the end of the opening of the last second large prize opening 14a to the end of the small prize game.
[0411] In step S305, the main CPU 110a determines whether the second major prize opening 14a is open. If the main CPU 110a determines that the second major prize opening 14a is open (step S305; Yes), it proceeds to step S306, and if it determines that the second major prize opening 14a is not open (S305; No), it proceeds to step S313.
[0412] In step S306, the main CPU 110a determines whether or not the "opening termination condition" for terminating the opening of the second large prize opening 14a has been met. If the main CPU 110a determines that the "opening termination condition" for terminating the opening of the second large prize opening 14a has been met (step S306; Yes), it proceeds to step S307, and if it determines that the "opening termination condition" for terminating the opening of the second large prize opening 14a has not been met (step S306; No), it terminates the current small prize game processing. As this "opening termination condition," the counter value of the round prize counter reaches a specified number (for example, 10) or one opening time of the second large prize opening 14a has elapsed (special game timer counter = 0).
[0413] In step S307, the main CPU 110a performs a special prize opening closing process. Specifically, the main CPU 110a sets the de-energization data for the second special prize opening opening solenoid 14d in the game RWM area of the main RAM 110c to close the second special prize opening 14a, and also references the special prize opening opening control table for small win games determined in step S266 above, and sets the closing time for the second special prize opening 14a in the special game timer counter based on the current special power activation number (K). This closes the second special prize opening 14a.
[0414] In step S308, the main CPU 110a determines whether the small win game ending condition is met. If the main CPU 110a determines that the small win game ending condition is met (step S308; Yes), it moves the process to step S309, and if it determines that the small win game ending condition is not met (step S308; No), it ends the current small win game processing. The conditions for ending the small win game are that the special electric activation number (K) reaches the predetermined number of times that the second large winning port 14a is opened, or that the counter value of the round winning counter reaches a specified number (for example, 10).
[0415] In step S309, the main CPU 110a performs a small win game end process. Specifically, the main CPU 110a sets "0" in the special power activation number storage area and also sets "0" in the counter value of the round winning counter. That is, the special power activation number storage area and the round winning counter are cleared.
[0416] In step S310, the main CPU 110a performs ending processing. Specifically, the main CPU 110a sets an ending designation command according to the type of small win in the performance transmission data storage area based on the special chart stop data, and sets the ending time according to the type of small win in the special game timer counter.
[0417] In step S311, the main CPU 110a determines whether the ending time set in step S310 has elapsed. If the main CPU 110a determines that the ending time has elapsed (step S311; Yes), it proceeds to step S312, and if it determines that the ending time has not elapsed (step S311; No), it ends the current small win game process. Note that the ending time is also determined by whether the special game timer counter is 0, just like the opening time. In step S312, the main CPU 110a sets "0" to the special symbol special power processing data, and ends the current small win game processing.
[0418] If the main CPU 110a determines in step S305 that the second large prize opening 14a is not open, it determines in step S313 whether or not a preset closing time has elapsed. If the main CPU 110a determines that the closing time has elapsed (step S313; Yes), it moves the process to step S301, and if it determines that the closing time has not elapsed (step S313; No), it ends the current small prize game process.
[0419] (Type 2 jackpot game transition processing) FIG. 39 is a flowchart illustrating the process of shifting to the second type big win game by the main control board 110. In step S316, the main CPU 110a determines whether the ending is in progress. If the main CPU 110a determines that the ending is in progress (step S316; Yes), it proceeds to step S321, and if the main CPU 110a determines that the ending is not in progress (step S316; No), it proceeds to step S317.
[0420] In step S317, the main CPU 110a determines whether the second large prize opening 14a is open. If the main CPU 110a determines that the second large prize opening 14a is open (step S317; Yes), it proceeds to step S318, and if it determines that the second large prize opening 14a is not open (step S317; No), it proceeds to step S319.
[0421] In step S318, the main CPU 110a sets data for stopping the power supply to the second special prize opening opening solenoid 14d in the gaming RWM area of the main RAM 110c in order to close the second special prize opening 14a. In step S319, the main CPU 110a performs a small win game end process. Specifically, the main CPU 110a sets "0" in the special power activation number storage area and sets "0" in the counter value (C) of the round winning counter. That is, the special power activation number storage area and the round winning counter are cleared.
[0422] In step S320, the main CPU 110a performs ending processing. Specifically, the main CPU 110a sets an ending designation command according to the type of small win in the performance transmission data storage area based on the special chart stop data, and sets the ending time according to the type of small win in the special game timer counter.
[0423] In step S321, the main CPU 110a determines whether the ending time has elapsed. If the main CPU 110a determines that the ending time has elapsed (step S321; Yes), it moves the process to step S322, and if it determines that the ending time has not elapsed (step S321; No), it ends the current second type jackpot game transition process.
[0424] In step S322, the main CPU 110a sets "3" to the special picture special power processing data. In step S323, the main CPU 110a performs a second type jackpot game preparation process. In the second type jackpot game preparation process, the main CPU 110a refers to the second type jackpot game control table shown in Fig. 12, and determines the second type jackpot game large prize opening / closing control table of "TBL.No4" as the second type jackpot game large prize opening / closing control table shown in Fig. 13 based on the special symbol stop data, and sets it in the game RWM area of the main RAM 110c, and the main CPU 110a adds "1" to the value (round number (R)) stored in the round game count storage area and stores it.
[0425] The second type jackpot game is played on the condition that the game ball that entered the second large prize opening 14a during the small jackpot game passes through the specific area 14e (the condition for it to occur is that it must pass through the small jackpot game). Therefore, the small jackpot game is considered to be the first round of the second type jackpot game. In this way, by setting "1" in the round game count storage area before the second type big win game is started, the small win game is treated the same as the first round game. In step S324, the main CPU 110a turns off the specific area winning flag, and ends the current second type big win game transition process.
[0426] (Jackpot game end processing) FIG. 40 is a flowchart illustrating the big win game ending process by the main control board 110. In step S325, the main CPU 110a loads the special symbol stop data set in the special symbol stop data storage area and the game information in the game status buffer.
[0427] In step S326, the main CPU 110a performs a time-shortening game flag setting process. Specifically, the main CPU 110a refers to the game state setting table shown in Fig. 14, and if the special symbol stop data sets the time-shortening game flag, it sets the time-shortening game flag in the time-shortening game flag storage area, and if the special symbol stop data does not set the time-shortening game flag, it does not set the time-shortening game flag in the time-shortening game flag storage area or clears the time-shortening game flag storage area.
[0428] In step S327, the main CPU 110a performs a process of determining the number of time-shortening games. Specifically, the main CPU 110a refers to the game state setting table shown in Fig. 14, and sets a predetermined number of times in the first time-shortening game number (J1) memory area and the second time-shortening game number (J2) memory area based on the special symbol stop data. Here, in the case of any of the special chart stop data 01 to 08, "5" is set in the first time-shortened game number (J1) memory area as the first time-shortened game number (J1), and "99" is set in the second time-shortened game number (J2) memory area as the second time-shortened game number (J2).
[0429] In step S328, the main CPU 110a checks the game status and sets a game status designation command in the transmission data storage area for effect. In step S329, the main CPU 110a prepares to move to the special symbol storage determination process shown in FIG. 30, and ends the current big win game ending process.
[0430] (General Electricity Control Processing) FIG. 41 is a flowchart illustrating the normal power control process by the main control board 110. First, in step S331, the main CPU 110a loads the value of the normal map / normal transmission processing data, and in step S332, calculates a branch address from the loaded normal map / normal transmission processing data.
[0431] In step S333, if the normal symbol normal power processing data is 0 (step S333; Yes), the main CPU 110a performs normal symbol variation processing in step S334 and ends this normal symbol normal power control processing. If the normal symbol normal power processing data is not 0 (step S333; No), it determines that the normal symbol normal power processing data is 1, performs auxiliary game processing in step S335, and ends this normal symbol normal power control processing.
[0432] (Normal pattern change processing) FIG. 42 is a flowchart illustrating the normal symbol variation process by the main control board 110. First, in step S341, the main CPU 110a determines whether or not a normal symbol is being displayed. If a normal symbol is being displayed (the normal symbol time counter is not "0") (step S341; Yes), the process proceeds to step S358. If a normal symbol is not being displayed (step S341; No), the process proceeds to step S342.
[0433] In step S342, the main CPU 110a determines whether the value of the normal symbol reserved number (G) memory area storing the normal symbol reserved number is equal to or greater than 1. If it is determined that the value of the normal symbol reserved number (G) memory area is equal to or greater than 1 (S342; Yes), the process proceeds to step S343, and if it is determined that the value of the normal symbol reserved number (G) memory area is not equal to or greater than 1 (S342; No), the normal symbol variation process is terminated. In step S343, the main CPU 110a subtracts "1" from the value stored in the normal symbol reservation number (G) storage area to update it (G←G+1).
[0434] In step S344, the main CPU 110a performs a shift process of the data stored in the normal symbol reserved memory area corresponding to the normal symbol reserved number (G) memory area subtracted in step S343. Specifically, each data stored in the first memory section to the fourth memory section in the normal symbol memory area is shifted to the previous memory section. Here, the data stored in the first memory section is shifted to the judgment memory area (0th memory section). At this time, the data stored in the first memory section is written to the judgment memory area (0th memory section), and the data already written to the judgment memory area (0th memory section) is erased from the normal symbol reserved memory area. As a result, the random number values for winning judgment, winning symbol judgment, and normal symbol variation pattern judgment used in the previous game are erased.
[0435] In step S345, the main CPU 110a performs a win determination process. Specifically, the main CPU 110a compares the current time-saving game state and the win determination random number stored in the 0th memory section of the normal symbol reserved memory area with the normal symbol win determination table shown in Figure 19(a) to determine whether or not a win has occurred.
[0436] In step S346, the main CPU 110a performs a normal symbol determination process. Specifically, the main CPU 110a checks whether the current time-shortened game state is active, the result of the win determination in step S345, and the normal symbol stop random number stored in the 0th memory section of the normal symbol reserve memory area against the normal symbol stop symbol determination table shown in Figure 19(b), to determine the type of normal symbol (normal symbol stop symbol data), and set it in the normal symbol stop symbol memory area.
[0437] In step S347, the main CPU 110a sets the normal designation command corresponding to the normal stop symbol data determined in step S346 in the performance transmission data storage area. As a result, the normal designation command is transmitted to the performance control board 130.
[0438] In step S348, the main CPU 110a performs a normal symbol variation pattern determination process. Specifically, whether the current game state is a time-saving game state or not, the result of the winning determination in step S345, and the normal symbol variation pattern random number value stored in the 0th memory unit of the normal symbol reserved memory area are compared with the normal symbol variation pattern determination table shown in Figure 19 (c) to determine the normal symbol variation time (variation pattern).
[0439] In step S349, the main CPU 110a sets the normal symbol fluctuation pattern designation command corresponding to the normal symbol fluctuation time (fluctuation pattern) determined in step S348 in the performance transmission data storage area. As a result, the normal symbol fluctuation pattern designation command is sent to the performance control board 130.
[0440] In step S350, the main CPU 110a sets the normal symbol variable time determined in step S349 in the normal symbol time counter. Note that the normal symbol time counter is decremented by 1 every 4 ms in step S102.
[0441] In step S351, the main CPU 110a sets normal pattern variable display data for causing the normal pattern first display 19c to display a variable normal pattern (flashing of LED) in a predetermined processing area of the main RAM 110c. As a result, when the normal pattern variable display data is set in the predetermined processing area, display control data is created in the above step S110, and the created data is output in the above step S111, thereby starting the variable display of the normal pattern first display 19c.
[0442] In step S352, the main CPU 110a sets a normal symbol storage designation command corresponding to the normal symbol reservation number (G) in the performance transmission data storage area. As a result, the normal symbol storage designation command is transmitted to the performance control board 130.
[0443] In step S353, the main CPU 110a sets the above-mentioned normal symbol reserved display data in a predetermined processing area of the main RAM 110c, and ends this normal symbol variable processing. As a result, when the normal symbol reserved display data is set in the predetermined processing area, the display control data is created in the above step S114, and the created data is output in the above step S115, so that the normal symbol reserved number is displayed on the normal symbol reserved first display 19f.
[0444] In step S354, the main CPU 110a determines whether the normal symbol variation time has elapsed. Specifically, it determines whether the normal symbol time counter set in step S350 above has reached "0." If it is determined that the normal symbol variation time has elapsed (S354; Yes), the process proceeds to step S355. If it is determined that the normal symbol variation time has not elapsed (S354; No), the normal symbol variation process this time is terminated.
[0445] In step S355, the main CPU 110a sets normal symbol stop display data in a predetermined processing area to stop and display the normal symbol determined in step S346 on the normal symbol first display 19c. As a result, when the normal symbol stop display data is set in the predetermined processing area, display control data is created in step S110, and the created data is output in step S111, whereby the normal symbol is stopped and displayed on the normal symbol first display 19c, and the result of the normal symbol winning lottery is notified to the player.
[0446] In step S356, the main CPU 110a sets a normal symbol determination command indicating the stop display of the normal symbol in the performance transmission data storage area. As a result, the normal symbol determination command is transmitted to the performance control board 130. In step S357, the main CPU 110a determines whether the normal symbol stop symbol data is a winning symbol. If it is a winning symbol (S357; Yes), the process proceeds to step S358. If it is not a winning symbol (S357; No), the normal symbol change process ends.
[0447] In step S358, the main CPU 110a sets "1" to the normal game processing data, and prepares to shift the processing to the auxiliary game processing shown in FIG. 43, which will be described later. In step S359, the main CPU 110a performs auxiliary game start processing. In the auxiliary game start processing, the main CPU 110a first sets an opening mode determination table for the second start opening 11a in the main RAM 110c, and updates the number of openings (S) stored in the number of openings (S) storage area by adding "1" (S←S+1). Here, since the second start opening 11a has not yet been opened even once, "1" is stored in the number of openings (S) storage area. Then, energization data is set to energize the second start opening opening solenoid 11d in order to open the opening / closing member 11b of the second start opening 11a.
[0448] As a result, the opening / closing member 11b is converted from a closed state to an open state, and the second start opening 11a is opened. Also, by referring to the second start opening opening mode determination table, the opening time of the second start opening 11a is set in the auxiliary game timer counter based on the current opening count (S), and this normal pattern variation process is terminated. In addition, the auxiliary game timer counter is decremented by 1 every 4 ms in the above step S102.
[0449] (Auxiliary game processing) FIG. 43 is a flowchart illustrating the auxiliary game processing by the main control board 110. In step S361, the main CPU 110a determines whether the second start port 11a is open. Specifically, it determines whether power supply data for energizing the second start port opening / closing solenoid 11d is set. If it is determined that the second start port 11a is open (step S361; Yes), it transfers processing to step S362. If it is determined that the second start port 11a is not open (step S361; No), it transfers processing to step S367.
[0450] In step S362, the main CPU 110a determines whether the opening end condition of the second start port 11a has been met. Specifically, this is the case when the value of the second start port ball entry counter (L) has reached a specified number (10 balls) or when the opening time for the current opening count (S) has elapsed (the auxiliary game timer counter is "0"). If it is determined that the opening end condition has been met (step S362; Yes), the process proceeds to step S363. If it is determined that the opening end condition has not been met (step S362; No), the auxiliary game process is terminated.
[0451] In step S363, the main CPU 110a performs a second start port closing process. Specifically, it sets data to stop the power supply to the second start port opening / closing solenoid to convert the opening / closing member 11b of the second start port 11a to a closed state. This converts the opening / closing member 11b from an open state to a closed state, and closes the second start port 11a. In addition, by referring to the second start port opening mode determination table set in step S359, the auxiliary game timer counter is set to the closing time of the second start port 11a based on the current number of openings (S).
[0452] In step S364, the main CPU 110a determines whether or not the auxiliary game termination condition has been met. The auxiliary game termination condition is that the normal power operation number (D) reaches a preset number of times the second start port 11a has been opened, or the value of the second start port ball entry counter (L) reaches a specified number (10). If the main CPU 110a determines that the auxiliary game termination condition has been met (step S364; Yes), it moves the process to step S365, and if it determines that the auxiliary game termination condition has not been met (step S364; No), it terminates the current auxiliary game processing.
[0453] In step S365, the main CPU 110a performs an auxiliary game termination process. Specifically, the main CPU 110a sets "0" to the opening count (S) memory area of the second start opening 11a and the second start opening ball entry counter (L) memory area, clearing the values of each memory area.
[0454] In step S366, the main CPU 110a sets "0" to the normal game processing data, and ends this auxiliary game processing. In step S367, the main CPU 110a determines whether the closing time of the second start opening 11a has elapsed. Specifically, it determines whether the auxiliary game timer counter has reached "0." If it is determined that the closing time of the second start opening 11a has elapsed (step S367; Yes), the process proceeds to step S368. If it is determined that the closing time of the second start opening 11a has not elapsed (step S367; No), the auxiliary game process is terminated.
[0455] In step S368, the main CPU 110a performs a second start port opening process. Specifically, it sets second start port opening / closing solenoid energization start data that energizes the second start port opening / closing solenoid 11d to open the opening / closing member 11b of the second start port 11a. This converts the opening / closing member 11b from a closed state to an open state, opening the second start port 11a. In addition, it references the second start port opening mode determination table set in step S359 above and sets the opening time of the second start port 11a in the auxiliary game timer counter based on the current opening count (S).
[0456] (Customer waiting control processing) FIG. 44 is a flowchart showing the special chart special power control process in the main control board 110. In step S371, the main CPU 110a determines whether a big win game or a small win game is currently being played. If a big win game or a small win game is currently being played (step S371; Yes), the process proceeds to step S380. If a big win game or a small win game is not currently being played (step S371; No), the process proceeds to step S372.
[0457] In step S372, the main CPU 110a determines whether or not a special symbol is being displayed in a variable manner. If a special symbol is being displayed in a variable manner (step S372; Yes), the process proceeds to step S380. If a special symbol is not being displayed in a variable manner (step S372; No), the process proceeds to step S373.
[0458] In step S374, the main CPU 110a determines whether the first reserved memory (U1) and the second reserved memory (U2) are both "0." If they are not "0" (step S374; No), the process proceeds to step S380. If they are "0" (step S374; Yes), the process proceeds to step S374.
[0459] In step S374, the main CPU 110a determines whether or not the current game state is normal. If the current game state is normal (step S374; Yes), the game state is considered to be waiting for a customer, and the process proceeds to step S377. If the current game state is not normal but time-limited (step S374; No), the process proceeds to step S375.
[0460] In step S375, the main CPU 110a determines whether or not a normal symbol is being displayed. If a normal symbol is being displayed (step S375; Yes), the process proceeds to step S380. If a normal symbol is not being displayed (step S375; No), the process proceeds to step S376.
[0461] In step S376, the main CPU 110a determines whether the general reservation memory (G) is "0." If it is "0" (step S376; Yes), it is determined that the machine is waiting for a customer and the process proceeds to step S377. If it is not "0" (step S376; No), the process proceeds to step S380.
[0462] In step S377, the main CPU 110a determines whether a customer waiting state flag indicating a customer waiting state is ON in a predetermined area of the main RAM 110c. If the customer waiting state flag is ON (step S377), the current customer waiting control process is terminated, and if the customer waiting state flag is not present (step S377; No), the process proceeds to step S378.
[0463] In step S378, the main CPU 110a turns on a customer waiting state flag in a predetermined area of the main RAM 110c. In step S379, the main CPU 110a sets a customer waiting state designation command, which indicates that the machine is in a customer waiting state, in the performance transmission data storage area of the main RAM 110c, and ends this customer waiting control process. As a result, the customer waiting state designation command is sent to the performance control board 130, and processing is performed to execute a customer waiting demo performance to appeal to the player (a customer waiting demo performance to encourage the player to play, an adjustment guidance performance to guide the player in adjusting the volume or light intensity by operating the cross key 19, etc.).
[0464] When the machine enters the waiting state during normal gaming, the adjustment information effect (waiting-for-customer demo effect) is executed after 5 seconds have passed, and the waiting-for-customer demo effect is executed after 60 seconds have passed. On the other hand, when the machine enters the waiting state during time-saving gaming, the adjustment information effect (waiting-for-customer demo effect) is executed after 5 seconds have passed, and the waiting-for-customer demo effect is executed after 120 seconds have passed.
[0465] In step S380, the main CPU 110a clears the customer waiting state flag for ending the customer waiting state, and ends this customer waiting control process.
[0466] In this way, when in a normal game state, even if the normal symbol variable display is being executed or the number of reserved normal symbols is not "0", it is possible to execute a customer waiting demo effect to appeal to the player (an effect to encourage the player to play, an effect to guide the player to adjust the volume or light intensity, etc.). Therefore, it is possible to execute a customer waiting effect at an appropriate timing according to the game situation, and it is possible to exert the intended appealing effect on the player.
[0467] Also, when in a time-saving game state, if the normal symbol variable display is being executed or the normal symbol reserve number is not "0", customer waiting demo effects to appeal to players (such as effects to encourage players to play, adjustment guide effects to guide adjustment operations for volume and light intensity, etc.) are not executed, and if the normal symbol variable display is not executed and the normal symbol reserve number is "0", the customer waiting demo effect can be executed. Therefore, the customer waiting demo effect can be executed at an appropriate timing according to the game situation (when the normal symbol variable display, which is important in a time-saving game state, is not being executed), making it possible to exert the intended appealing effect on players.
[0468] In addition, the execution of the customer waiting demo effect is restricted when the customer waiting state is entered during the time-saving game state compared to when the customer waiting state is entered during the normal game state (the time until the customer waiting demo effect is executed is longer). Therefore, it is possible to execute the customer waiting demo effect appropriately according to the situation where the player is likely to have secured the gaming machine, that is, the time-saving game state which is advantageous to the player.
[0469] Furthermore, even during normal game play, if the normal pattern is being displayed in a changing state or the number of normal patterns in reserve is not "0", the customer waiting demo effect may not be executed, and during time-saving game play, the customer waiting demo effect may not be executed.
[0470] Also, during normal game mode, when the variable display of the special symbol is being executed, the execution of the customer waiting demo effect may be restricted, and during time-saving game mode, the customer waiting demo effect may be executable even when the variable display of the first special symbol is being executed.
[0471] (Performance display data setting process) FIG. 45 is a flowchart illustrating the performance display data setting process (information program) by the main control board 110. First, in step S470, the main CPU 110a determines whether a display switching time counter for determining whether to switch performance information displayed on the performance indicator 111 is at the display switching value (0). If the main CPU 110a determines that the display switching time counter is at the display switching value (step S470; Yes), it transfers the process to step S471, assuming that the performance information (normal base value) displayed on the performance indicator 111 will be switched, and if the display switching value is not at the display switching value (step S470; No), it transfers the process to step S475, assuming that the performance information (normal base value) displayed on the performance indicator 111 will not be switched.
[0472] In step S471, the main CPU 110a determines whether or not a lighting confirmation flag has been saved in the information RWM area for determining whether lighting confirmation has been completed for the performance indicator 111. If the main CPU 110a determines that the lighting confirmation flag has been saved (step S471; Yes), it transfers the process to step S473, assuming that the normal base value will be displayed on the performance indicator 111, and if it determines that the lighting confirmation flag has not been saved (step S471; No), it transfers the process to step S472, assuming that lighting confirmation for the performance indicator 111 will be performed.
[0473] In step S472, the main CPU 110a determines display data for lighting confirmation to light all segments (including digital points) of the four 7-segment devices that make up the performance indicator 111, and moves the process to step S475.
[0474] In step S473, the main CPU 110a acquires a normal base value corresponding to the data selection counter value from the base storage area. Specifically, if the data selection counter value is "0", the normal base value saved in the first area of the base storage area is acquired, if the data selection counter value is "1", the normal base value saved in the second area of the base storage area is acquired, if the data selection counter value is "2", the normal base value saved in the third area of the base storage area is acquired, and if the data selection counter value is "3", the normal base value saved in the fourth area of the base storage area is acquired.
[0475] In step S474, the main CPU 110a refers to a display data determination table (not shown) and determines the display data of the normal base value to be displayed on the performance display device 111 based on the interval counter value, the normal out number indicated by the normal out number counter, and the acquired normal base value, and then transfers processing to step S475.
[0476] In step S475, the main CPU 110a sets the determined display data in the output data area of the information RWM area as display information for the performance indicator 111. As a result, the display data set in the output data area of the information RWM area is referenced in the output control process (game control program) of step S114, and the normal base value corresponding to the display data is displayed on the performance indicator 111.
[0477] In step S476, the main CPU 110a adds "1" to the display switching time counter. In step S477, the main CPU 110a determines whether the display switching time counter is greater than an upper limit (for example, 5 seconds). If the main CPU 110a determines that the display switching time counter is greater than the upper limit (step S477; Yes), it determines that the time for switching the performance information displayed on the performance indicator 111 has elapsed and proceeds to step S478. If the main CPU 110a determines that the display switching time counter is not greater than the upper limit (step S477; No), it determines that the time for switching the performance information displayed on the performance indicator 111 has not elapsed and proceeds to step S484.
[0478] In step S478, the main CPU 110a clears (initializes) the display switching time counter to 0. In step S479, the main CPU 110a determines whether or not a lighting confirmation flag has been set in the information RWM area. If the main CPU 110a determines that the lighting confirmation flag has been saved (step S479; Yes), the process proceeds to step S481, and if the main CPU 110a determines that the lighting confirmation flag has not been saved (step S479; No), the process proceeds to step S480.
[0479] In step S480, the main CPU 110a sets a lighting confirmation flag in the information RWM area, and moves the process to step S482. In step S481, the main CPU 110a adds "1" to the data selection counter.
[0480] In step S482, the main CPU 110a determines whether the data selection counter is greater than an upper limit value (for example, 3). If the main CPU 110a determines that the data selection counter is greater than the upper limit value (step S482; Yes), it proceeds to step S483, and if it determines that the data selection counter is not greater than the upper limit value (step S482; No), it ends the current performance display data setting process.
[0481] In step S483, the main CPU 110a clears (initializes) the data selection counter to 0. In step S484, the main CPU 110a restores the registers. In step S485, the main CPU 110a restores the gaming stack pointer saved in the information RWM area, and ends the current performance display data setting process.
[0482] In this way, after the gaming machine 1 is turned on and before the performance information (normal base value) is displayed, all four 7-segment segments of the performance indicator 111 light up, making it possible to check whether the performance indicator 111 is malfunctioning, which segment is malfunctioning, etc.
[0483] In addition, every time the display switching time (5 seconds) elapses, the performance information (normal base value) of the four game sections consisting of the current game section and the three previous game sections is displayed in sequence, making it possible to compare the performance information (normal base value) of the most recent four game sections, making it possible to confirm the actual performance of the gaming machine and identify the possibility of fraudulent activity.
[0484] (Abnormality determination processing) FIG. 46 is a flowchart illustrating the abnormality determination process performed by the main control board 110. First, in step S401, the main CPU 110a saves the gaming stack pointer to the information RWM area. In step S402, the main CPU 110a sets an information stack pointer. In step S403, the main CPU 110a saves the registers in the information RWM area.
[0485] In step S404, the main CPU 110a performs an illegal winning error determination process. Specifically, if a game ball enters the second start opening 11a when an auxiliary game is not being played, or if a game ball enters the large winning openings 13a, 14a when a special game (a big win game, a small win game) is not being played, an illegal winning error is assumed to have occurred, and an illegal winning error designation command is set in the transmission buffer of the main RAM 110c. As a result, the illegal winning error designation command is sent to the performance control board 130, and processing is performed to execute an illegal winning error notification (displaying an illegal winning error image on the image display device 16, outputting an illegal winning error sound, and lighting up an illegal winning error lamp).
[0486] In step S405, the main CPU 110a performs an abnormal winning error determination process. Specifically, if the number of game balls entering the various winning ports (first start port 10, second start port 11a, first large winning port 13a, second large winning port 14a, and general winning port 21) does not match the number of game balls discharged from the winning ball flow path through which the winning balls flow, it is determined that an abnormal winning error has occurred and an abnormal winning error designation command is set in the transmission buffer of the main RAM 110c. As a result, the abnormal winning error designation command is sent to the performance control board 130, and processing is performed to execute an abnormal winning error notification (displaying an abnormal winning error image on the image display device, outputting an abnormal winning error sound, and lighting up an abnormal winning error lamp).
[0487] In step S406, the main CPU 110a performs a magnetic error determination process. Specifically, if the magnetic detection sensor 58a detects abnormal magnetism for a predetermined period of time, it determines that a magnetic error has occurred and sets a magnetic error designation command in the transmission buffer of the main RAM 110c. This causes the magnetic error designation command to be sent to the performance control board 130, and processing is performed to issue a magnetic error notification (displaying a magnetic error image on the image display device 16, outputting a magnetic error sound, and lighting up a magnetic error lamp).
[0488] In step S407, the main CPU 110a performs a radio wave error determination process. Specifically, if the radio wave detection sensor 58b detects abnormal radio waves for a predetermined period of time, it determines that a radio wave error has occurred and sets a radio wave error designation command in the transmission buffer of the main RAM 110c. This causes the radio wave error designation command to be sent to the performance control board 130, and processing is performed to execute a radio wave error notification (displaying a radio wave error image on the image display device 16, outputting a radio wave error sound, and lighting up a radio wave error lamp).
[0489] In step S408, the main CPU 110a performs vibration error determination processing. Specifically, when the vibration detection switch 58f detects that a strong vibration is being applied to the gaming machine 1 for a predetermined period of time, it determines that a vibration error has occurred and transmits a vibration error designation command to the transmission buffer of the main RAM 110c, and performs processing to notify the vibration error (displaying a vibration error image on the image display device 16, outputting a vibration error sound, and lighting up a vibration error lamp).
[0490] In step S409, the main CPU 110a performs a complete function activation determination process. "Complete function activation" is a feature that notifies the user that functions related to the progress of the game will be stopped when predetermined complete function activation conditions are met during play, and makes it possible to stop functions related to the progress of the game. "The complete function activation condition has been met" means that the counter value of the reference value counter mentioned above has reached a predetermined upper limit of the number of balls that can be paid out in one day in the gaming machine. "Functions related to the progress of the game" refers to the execution of various processes (input control processing, special chart special electric control processing, etc.) in response to the entry of the game ball into the start openings 10, 11a and the large prize openings 13a, 14a and the passage of the game ball through gate 12. "Stopping functions related to the progress of the game" means closing the second starting opening 11a, the first large winning opening 13a and the second large winning opening 14a to make it impossible for game balls to win, invalidating any winnings that a game ball may have won through the first starting opening 10a or the general winning opening 21, and invalidating any passing of a game ball through gate 12. A specific description of the complete function activation will be given later in the complete function activation determination process of FIG.
[0491] In step S410, the main CPU 110a performs door open error determination processing. Specifically, when the open detection switch 31a changes from an OFF state to an ON state, it is determined that a door open error has occurred, and a door open error start designation command is set in the transmission buffer of the main RAM 110c. When the open detection switch 31a changes from an ON state to an OFF state, it is determined that the door open error has been canceled, and a door open error end designation command is set in the transmission buffer of the main RAM 110c. As a result, the door open error start designation command and the door open error end designation command are sent to the performance control board 130, and processing is performed to execute a door open error notification (displaying a door open error image on the image display device 16, outputting a door open error sound, and lighting up a door open error lamp).
[0492] In step S411, the main CPU 110a performs a plate full error determination process. Specifically, when the tray full detection switch 32a changes from an OFF state to an ON state, it is determined that a plate full error has occurred and a plate full error start command is set in the transmission buffer of the main RAM 110c. When the tray full detection switch 32a changes from an ON state to an OFF state, it is determined that the plate full error has been canceled and a plate full error end command is set in the transmission buffer of the main RAM 110c. This performs processing to issue a plate full error notification (displaying a plate full error image on the image display device 16 and outputting a plate full error sound).
[0493] In step S412, the main CPU 110a performs a payout status error determination process. Specifically, if the payout ball detection switch 100a detects and counts more payout balls than the planned payout balls, if a ball jam occurs in the payout device 100, or if the ball presence detection switch 101a changes from the OFF state to the ON state, a payout status error is detected and a payout status error designation command is set in the transmission buffer of the main RAM 110c. This causes processing to be performed to notify the payout status error (displaying a payout status error image on the image display device 16, outputting a payout status error sound, and lighting up a payout status error lamp).
[0494] In step S413, the main CPU 110a performs an operation error determination process and ends this abnormality determination process. Specifically, while the game progress control is being performed (after the initial setting process is completed), if the RWM clear switch 58c or the setting key switch 58d is operated, it is determined that an operation error has occurred, and an operation error designation command is set in the transmission buffer of the main RAM 110c. As a result, the operation error designation command is transmitted to the performance control board 130, and processing is performed to execute an operation error notification (displaying an operation error image, outputting an operation error sound, and lighting up an operation error lamp).
[0495] In this way, while the progress of the game is being controlled (after the initial setting process is completed), it is determined whether or not various errors (abnormalities) have occurred, and if an error does occur, processing is performed to notify the user of the error, thereby ensuring the security of the gaming machine 1.
[0496] Furthermore, by executing the abnormality determination process in the information program, it is possible to further separate the functions of the game program (a program related to controlling the progress of the game) and the information program (a program not related to controlling the progress of the game), which makes it easier to design programs and contributes to the creation of more interesting game programs.
[0497] (Magnetic error detection process) FIG. 47 is a flowchart illustrating the magnetic error determination process performed by the main control board 110. First, in step S460, the main CPU 110a determines whether or not a detection signal has been input from the magnetic detection sensor 58a. If the main CPU 110a determines that a detection signal has been input from the magnetic detection sensor 58a (step S460; Yes), it proceeds to step S461, and if it determines that a detection signal has not been input (step S460; No), it ends the current magnetic error determination process.
[0498] In step S461, the main CPU 110a adds "1" to a magnetic detection counter (M) for measuring the time (number of times) that a magnetism exceeding a predetermined magnetic force is continuously detected, and updates the counter value (M←M+1).
[0499] In step S462, the main CPU 110a determines whether the value of the magnetic detection counter (M) is greater than the specified value (50). If it is determined that the value of the magnetic detection counter (M) is greater than the specified value (50) (step S462; Yes), the process proceeds to step S463. If it is determined that the magnetic detection counter (M) is equal to or less than the specified value (50) (step S462; No), the current magnetic error determination process is terminated. Note that since the magnetic error determination process is a process executed within a timer interrupt process that is executed every 4 ms, if the counter value of the magnetic detection counter (M) has reached the specified value, this means that a magnetism exceeding a predetermined magnetic force has been detected continuously for 0.2 seconds.
[0500] In step S463, the main CPU 110a sets a magnetic anomaly error designation command in the performance transmission data storage area, assuming that a magnetic anomaly has occurred in which magnetism exceeding a predetermined magnetic force has been continuously detected. As a result, the sub-CPU 130a of the performance control board 130 that has received the magnetic anomaly error designation command issues a magnetic anomaly notification to notify that a magnetic anomaly has occurred.
[0501] In step S464, the main CPU 110a sets external information data (output data) for outputting a security signal indicating that a security abnormality has occurred. As a result, the security signal is output from the seventh terminal of the game information output terminal board 112, and the external device (hall computer) can grasp (identify) that a security abnormality has occurred.
[0502] In step S465, the main CPU 110a clears the value of the magnetic detection counter (M), which measures the time during which a magnetic field exceeding a predetermined magnetic force has been continuously detected, to 0, and ends the current magnetic error determination process. By clearing the value of the magnetic detection counter (M) to 0 in this way, even if the next magnetic error determination process is executed, a magnetic anomaly error designation command or security signal will not be immediately transmitted.
[0503] (Radio wave error detection processing) FIG. 48 is a flowchart illustrating the radio wave error determination process performed by the main control board 110. First, in step S450, the main CPU 110a determines whether or not a detection signal has been input from the radio wave detection sensor 58b. If the main CPU 110a determines that a detection signal has been input from the radio wave detection sensor 58b (step S450; Yes), it proceeds to step S451, and if it determines that a detection signal has not been input (step S450; No), it ends the current radio wave error determination process.
[0504] In step S451, the main CPU 110a adds "1" to a radio wave detection counter (N) for measuring the time (number of times) that radio waves of a predetermined frequency have been continuously detected, and updates the counter value (N←N+1).
[0505] In step S452, the main CPU 110a determines whether the value of the radio wave detection counter (N) is greater than the specified value (50). If the main CPU 110a determines that the value of the radio wave detection counter (N) is greater than the specified value (50) (step S452; Yes), it proceeds to step S453, and if the main CPU 110a determines that the value of the radio wave detection counter (N) is equal to or less than the specified value (50) (step S452; No), it terminates the current radio wave error determination process. Note that since the radio wave error determination process is a process executed within a timer interrupt process that is executed every 4 ms, if the radio wave detection counter (N) has reached the specified value, it means that radio waves of the specified frequency have been detected continuously for 0.2 seconds.
[0506] In step S453, the main CPU 110a sets a radio wave abnormality error designation command in the performance transmission data storage area, assuming that a radio wave abnormality has occurred, in which radio waves of a predetermined frequency are continuously detected. As a result, the sub-CPU 130a of the performance control board 130 that has received the radio wave abnormality error designation command issues a radio wave abnormality notification to notify that a radio wave abnormality has occurred.
[0507] In step S454, the main CPU 110a sets external information data (output data) for outputting a security signal indicating that a security abnormality has occurred. As a result, the security signal is output from the seventh terminal of the game information output terminal board 112, and the external device (hall computer) can grasp (identify) that a security abnormality has occurred.
[0508] In step S455, the main CPU 110a clears the value of the radio wave detection counter (N), which measures the time during which radio waves of a predetermined frequency have been continuously detected, to 0, and ends the current radio wave error determination process. By clearing the value of the radio wave detection counter (N) to 0 in this way, even if the next radio wave error determination process is executed, a radio wave abnormality error designation command or security signal will not be immediately transmitted.
[0509] (Complete function operation determination process) FIG. 49 is a flowchart illustrating the complete function activation determination process performed by the main control board 110. The complete function activation determination process is a process for determining whether or not to activate the complete function based on whether or not the counter value of the reference value counter updated by the calculation in the reference value counter update process in step S106 has reached a predetermined reference value (first reference value (C1), second reference value (C2)).
[0510] The "reference value counter" calculates the difference in number of balls between the maximum and minimum values of balls dispensed in the gaming machine from when it was turned on until the present time. Specifically, it calculates the maximum value of the gaming value acquired by the player, which indicates the maximum difference between the minimum value of balls dispensed at the time of update and the maximum value of balls dispensed afterwards (i.e., the range of increase from the lowest point, which is the minimum value, to the highest point, which is the maximum value), and calculates the upper limit of balls that can be dispensed in a day in the gaming machine.
[0511] Specifically, for example, as shown in Figure 50 (1), at the timing of T1, after the power is turned on, for example, the number of game balls released since the game started is "10,000", while the number of game balls paid out by winning into the various winning ports (first starting port 10, second starting port 11a, general winning port 21, etc.) is "2,000", so the difference in balls is "-10,000", and the minimum value of the balls to be dispensed is updated to "-10,000". This updated minimum value of the balls to be dispensed becomes the lowest point, which is the reference point for the range of increase. Therefore, at the timing of T1, the rise from the lowest point to the highest point is "0", and therefore the counter value of the reference counter is "0".
[0512] As shown in Figure 50 (2), at the time of T2, a streak of consecutive jackpots has occurred since the time of T1, and for example, while the number of game balls launched from the time of T1 is "5000", the number of game balls paid out by winning into the various winning ports (first starting port 10, second starting port 11a, first large winning port 13a, second large winning port 14a, general winning port 21, etc.) is "25000", so the difference in balls is "+10000", and the maximum value of balls that becomes the highest point is updated to "+10000". This maximum value of balls that becomes the highest point is updated after the minimum value of balls that was updated at the time of T1. Therefore, at the timing of T2, the increase from the lowest point to the highest point is "20000", and therefore the counter value of the reference value counter is "20000".
[0513] As shown in Figure 50 (3), at the time of T3, if no jackpot occurs from the time of T2, for example, the number of game balls launched from the time of T2 is "23,000", while the number of game balls paid out by winning into various winning ports (first starting port 10, second starting port 11a, general winning port 21, etc.) is "3,000", and then (after all balls are used up), "10,000" game balls are launched, while the number of game balls paid out by winning into various winning ports (first starting port 10, second starting port 11a, general winning port 21, etc.) is "5,000", so the difference in balls is "-15,000", and the minimum value of the balls that will be the lowest point is updated to "-15,000". This updated minimum value of the balls that will be the lowest point is the reference point for the increase range. Therefore, at the timing of T3, the increase from the lowest point to the highest point is "0", and therefore the counter value of the reference value counter is "0".
[0514] As shown in Figure 51 (4), at the time of T4, a streak of consecutive jackpots has occurred since the time of T3, and for example, while the number of game balls launched from the time of T3 is "7000", the number of game balls paid out by winning into the various winning ports (first starting port 10, second starting port 11a, first large winning port 13a, second large winning port 14a, general winning port 21, etc.) is "47000", so the difference in balls is "+25000", and the maximum value of the balls dispensed is updated to "+25000". This maximum value of the balls dispensed is the highest point because it was updated after the minimum value of the balls dispensed at the time of T3. Therefore, at timing T4, the increase from the lowest point to the highest point is "40000", and the counter value of the reference value counter is "40000".
[0515] As shown in Figure 51 (5), at the time of T5, game balls are launched from the time of T4, and a consecutive win state occurs again without updating the minimum value of the balls to be released. For example, the game balls launched from the time of T4 are "21,000", while the game balls paid out by winning into the various winning holes (first starting hole 10, second starting hole 11a, first major winning hole 13a, second major winning hole 14a, general winning hole 21, etc.) are "76,000", so the difference in balls is "+80,000", and the maximum value of the balls to be released is updated to "+80,000". This maximum value of the balls to be released is the highest point because it was updated after the minimum value of the balls to be released at the time of T3. Therefore, at the timing of T5, the increase from the lowest point to the highest point is "95000", and the counter value of the reference value counter is therefore "95000".
[0516] 49, in the complete function activation determination process, the main CPU 110a determines whether or not the complete function activation flag is ON in step S421. If the main CPU 110a determines that the complete function activation flag is ON (step S421; Yes), the main CPU 110a ends the current complete function determination process because the complete function activation has already been executed, and if the main CPU 110a determines that the complete function activation flag is OFF (step S421; No), the process proceeds to step S422.
[0517] In step S422, the main CPU 110a determines whether the counter value of the reference value counter calculated and updated from the time the gaming machine 1 was powered on to the present time is greater than or equal to a predetermined first reference value (C1) (e.g., C1 = 90000).
[0518] If the main CPU 110a determines that the value is not equal to or greater than the first reference value (C1) (step S422; No), it terminates the current complete function determination process, and if it determines that the value is equal to or greater than the first reference value (C1) (step S422; Yes), it proceeds to step S423.
[0519] In step S423, the main CPU 110a determines whether the counter value of the reference value counter calculated and updated from the time the gaming machine 1 was powered on to the present time is greater than or equal to a predetermined second reference value (C2) (e.g., C2 = 95000).
[0520] If the main CPU 110a determines that the value is equal to or greater than the second reference value (C2) (step S423; Yes), it transfers processing to step S425, assuming that the complete function activation condition is met, and if it determines that the value is not equal to or greater than the second reference value (C2) (step S423; No), it transfers processing to step S424.
[0521] In step S424, the main CPU 110a sets external information data (output data) for outputting a security signal indicating that a security abnormality has occurred. As a result, the security signal is output from the seventh terminal of the game information output terminal board 112, and the external device (hall computer) can grasp (identify) that a security abnormality has occurred.
[0522] In step S425, the main CPU 110a sets the complete function activation flag to ON to activate the complete function. Therefore, when the complete function activation condition is met, the complete function activation flag is set to ON even if there is reserved memory (the number of reserved special symbols is "1" or more) and even if the special symbol is being displayed in a variable manner. In step S426, the main CPU 110a sets a complete function activation designation command in the performance transmission data storage area. As a result, if the complete function activation designation command is set in the performance transmission data storage area, complete function activation control data is created in the above step S114, and the created data is output in step S115, whereby processing for executing complete function activation notification is performed in the performance control board 130.
[0523] In step S427, the main CPU 110a determines whether the current game situation is a small win game or a big win game. If it is determined that the current game situation is a small win game or a big win game (step S427; Yes), the process of step S427 is repeated, and if it is determined that the current game situation is not a small win game or a big win game (step S427; Yes), the process proceeds to step S428.
[0524] In step S428, the main CPU 110a performs a game stop process to stop functions related to the progress of the game. In the game stop processing, processing is performed to close the second start opening 11a, the first large prize opening 13a, and the second large prize opening 14a. Specifically, processing is performed to set the second start opening opening / closing solenoid power supply stop data to close the opening / closing member 11b of the second start opening 11a, to set the first large prize opening opening opening / closing solenoid power supply stop data to close the opening / closing member 13b of the first large prize opening 13a, and to set the second large prize opening opening opening opening solenoid power supply stop data to close the opening / closing member 14b of the second large prize opening 14a.
[0525] In the game stop processing, if the right-hit first indicator 19j of the first game information display device 19 is on, it is forcibly turned off. Furthermore, in the game stop processing, even if a game ball enters the first start port 10 or the general winning port 21, a winning invalidation processing is performed to invalidate the winning. Specifically, even if the first start port detection switch 10a detects that a game ball has entered the first start port 10, a restrictive (prohibitive) processing is performed in which the first start port detection switch input processing (Fig. 24) is not performed. Therefore, even if a game ball enters the first start port 10, a jackpot determination is not made, the number of reserved special symbols does not increase, and prize balls are not paid out.
[0526] Furthermore, in the game stop processing, even if the general winning opening detection switch 14a detects that a gaming ball has entered the general winning opening 21, a restriction (prohibition) processing is performed in which the general winning opening detection switch input processing is not performed. Therefore, even if a gaming ball enters the general winning opening 21, no prize balls are paid out. In addition, in the game stop processing, even if the gate detection switch 12a detects the passage of the game ball to the gate 12, a restriction (prohibition) processing is performed in which the gate detection switch input processing (Fig. 26) is not performed. Therefore, even if the game ball passes through the gate 21, a normal winning judgment is not performed, and the number of normal reserved balls does not increase. In addition, in the game stop process, a launch stop process is performed to stop the launch of game balls. Therefore, when the complete function activation condition is met, even if the launch handle 7 is operated, game balls will not be launched into the game area 4a.
[0527] On the other hand, when a jackpot game or a small jackpot game is in progress, the game stop process is not executed, so when the big prize opening detection switches 13c and 14c detect the entry of a game ball into the big prize openings 13a and 14a, a predetermined number of prize balls are paid out, and when the general prize opening detection switch 14a detects the entry of a game ball into the general prize opening 21 or when the first start opening detection switch 10a detects the entry of a game ball into the first start opening 10, a jackpot is determined, the number of reserved special symbols increases, and a predetermined number of prize balls are paid out. Furthermore, after the jackpot game ends, no variable effects based on the reserved memory are executed, and no reserved icons are displayed.
[0528] In the case of a controlled gaming machine in which gaming balls are sealed inside the machine and circulate inside, allowing players and hall employees to play and count without ever touching the gaming balls, the payout of a predetermined number of prize balls means that when a gaming ball is detected entering the start winning slot or regular winning slot, the number of balls displayed on the gaming ball count display is incremented. Therefore, if the conditions for activating the complete function are met during the pattern change presentation, or when a gaming ball is detected entering the start winning slot or regular winning slot, the number of balls displayed on the gaming ball count display is not incremented. On the other hand, if the conditions for activating the complete function are met during a small win or a big win game, and if a game ball is detected to have entered the start winning slot or the general winning slot, the number of balls held displayed on the game ball count display will be added up.
[0529] (Signal output from the game information output terminal board) FIG. 52 is a diagram showing an example of the types of signals transmitted from a game information output terminal board provided with a plurality of terminals to an external device (hall computer, ball dispensing machine, etc.). Specifically, nine types of signals, namely, "starting hole winning signal," "pattern confirmation signal," "big win signal," "small win signal," "time-saving status signal," "unique information signal," "security signal," "prize ball expected signal," and "prize ball completion signal," are output via the game information output terminal board 112.
[0530] The "start port winning signal" is continuously output from the first terminal of the game information output terminal board 112 each time a game ball wins the first start port 10 or the second start port 11a until a predetermined period (e.g., 128 ms) has elapsed. The "pattern confirmation signal" is continuously output from the second terminal of the game information output terminal board 112 until a predetermined period (e.g., 128 ms) has elapsed each time the varying display of the first special pattern or the second special pattern is stopped.
[0531] The "jackpot signal" is outputted continuously from the third terminal of the game information output terminal board 112 every time a jackpot game occurs, throughout the period during which the jackpot game occurs. The "small win signal" is continuously output from the fourth terminal of the game information output terminal board 112 every time a small win game occurs, throughout the period in which the small win game occurs.
[0532] The "time-shortened state signal" is output from the fifth terminal of the game information output terminal ...
Claims
[Claim 1] A gaming machine that acquires judgment information based on the establishment of a start condition, and executes a special game advantageous to a player when a variable display of a pattern becomes a predetermined special result by executing a judgment of the judgment information, a preliminary determination means for performing a preliminary determination based on the determination information before the determination is performed; a storage means for storing the judgment information for which the judgment has not yet been performed as reserved storage; An operation means operable by a player, The display means is capable of executing a specific effect that changes a predetermined object from a first state to a second state, According to the result of the preliminary determination, a hold change effect can be executed in which a hold icon corresponding to the hold memory is changed, The specific performance is: A specific effect can be executed without operating the operating means, A gaming machine characterized in that when the specific effect is executed and the specified target is not displayed, the execution of the hold change effect can be restricted.
Citation Information
Patent Citations
Game machine
JP2019033816A