Gaming machine
The gaming machine's variable display game system with memory counters and visual cues enhances player engagement by creating varied and exciting gameplay conditions, improving enjoyment through strategic guidance and visual feedback.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-12-24
- Publication Date
- 2026-03-17
AI Technical Summary
Conventional gaming machines lack mechanisms to enhance player interest and engagement.
A gaming machine with a variable display game system that includes different gaming states and conditions for launching gaming balls to the left or right side, featuring memory counters and display updates to guide players, enhancing the likelihood of specific game states and providing visual cues for improved engagement.
The system improves player enjoyment by increasing the variability and excitement of gameplay, making certain conditions more favorable and providing visual feedback to enhance player interaction.
Smart Images

Figure 2026048988000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there are gaming machines that can generate a plurality of types of specific gaming states advantageous to players (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional gaming machines, there is room for improving the interest of the game.
[0005] Therefore, an object of the present invention is to improve the interest of the game in a gaming machine.
Means for Solving the Problems
[0006] In a typical embodiment of the present invention, a gaming machine is provided with a gaming control means capable of executing a variable display game that displays identification information in a variable manner, wherein the gaming control means is capable of generating gaming states including a normal gaming state and a specific gaming state advantageous to the player, and as a variable display game, a first variable display game is capable of executing mainly based on the fulfillment of a first starting condition by a method of launching gaming balls to the left side of the gaming board, and a second variable display game is capable of executing mainly based on the fulfillment of a second starting condition by a method of launching gaming balls to the right side of the gaming board, and is provided with a storage means capable of storing a first starting memory number, which is the number of times the first starting condition has been fulfilled, and a second starting memory number, which is the number of times the second starting condition has been fulfilled, and the first starting memory number and the second starting memory number can be displayed on the display means in numerical display and image display, and the normal gaming state is The first starting condition is more likely to be met than the second starting condition, the specific game state is a state in which the second starting condition is more likely to be met than the first starting condition, in the specific game state a mode display corresponding to the game state and an image display associated with the mode display can be displayed on the display means, when the second variable display game is executed a predetermined number of times the state changes from the specific game state to the normal game state, a result display is displayed on the display means when changing from the specific game state to the normal game state, the numerical display of the first starting memory number is displayed on the left side and the numerical display of the second starting memory number is displayed on the right side, and an arrow guiding the launch of game balls to the game area on the left side of the game board is displayed on the display means in the direction from the numerical display of the second starting memory number to the numerical display of the first starting memory number. [Effects of the Invention]
[0007] According to one embodiment of the present invention, the enjoyment of the game can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a perspective view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of a game machine's performance control system. [Figure 5A] This is a flowchart showing the steps for the first part of the main process. [Figure 5B] This is a flowchart showing the steps for the latter half of the main process. [Figure 6A] This is a flowchart showing the procedure for handling timer interrupts. [Figure 6B] This flowchart shows the procedure for changing / confirming probability settings. [Figure 7] This is a flowchart showing the procedure for processing special game graphics. [Figure 8] This flowchart shows the procedure for monitoring the start switch. [Figure 9] This flowchart shows the procedure for common processing of the special start port switch. [Figure 10] This is a flowchart showing the procedure for monitoring switches in a specific area. [Figure 11] This is a flowchart showing the procedure for normal processing of special drawings. [Figure 12] This is a flowchart showing the procedure for initiating the change process (Special Figure 1). [Figure 13] This is a flowchart showing the procedure for starting the variation process in Special Figure 2. [Figure 14] This is a flowchart showing the procedure for setting the jackpot flag 1. [Figure 15] This is a flowchart showing the procedure for setting the jackpot flag 2. [Figure 16A] This is a flowchart showing the procedure for determining a jackpot. [Figure 16B] This is a flowchart showing the procedure for determining minor wins. [Figure 16C] This is a flowchart showing the procedure for determining whether a support unit is hit. [Figure 17] This is a flowchart showing the procedure for setting the stop symbol in Special Feature 1. [Figure 18] This is a flowchart showing the procedure for setting the stop symbol in Special Feature 2. [Figure 19] It is a flowchart showing the procedure of special figure information setting processing. [Figure 20] It is a flowchart showing the procedure of variation pattern setting processing. [Figure 21] It is a flowchart showing the procedure of 2-byte allocation processing. [Figure 22] It is a flowchart showing the procedure of allocation processing. [Figure 23] It is a flowchart showing the procedure of variation start information setting processing. [Figure 24] It is a flowchart showing the procedure of special figure variation in-processing. [Figure 25A] It is a flowchart showing the procedure of short-time end setting processing. [Figure 25B] It is a flowchart showing the procedure of effect mode information check processing. [Figure 26A] It is a flowchart showing the procedure of the first half of the special figure display in-processing. [Figure 26B] It is a flowchart showing the procedure of the second half of the special figure display in-processing. [Figure 27] It is a flowchart showing the procedure of support operation setting processing. [Figure 28] It is a flowchart showing the procedure of accessory game processing. [Figure 29] It is a flowchart showing the procedure of accessory normal processing. [Figure 30] It is a flowchart showing the procedure of jackpot end processing. [Figure 31] It is a flowchart showing the procedure of jackpot end setting processing 1. [Figure 32] It is a flowchart showing the procedure of jackpot end setting processing 2. [Figure 33] It is a flowchart showing the procedure of normal figure game processing. [Figure 34] It is a flowchart showing the procedure of gate switch monitoring processing. [Figure 35] It is a flowchart showing the procedure of normal power winning switch monitoring processing. [Figure 36]This is a flowchart showing the procedure for normal processing. [Figure 37] This flowchart shows the procedure for setting up the transition process during normal diagram changes. [Figure 38] This flowchart shows the procedure for processing during normal graph fluctuations. [Figure 39] This is a flowchart showing the procedure for processing while the general diagram is displayed. [Figure 40] This is a flowchart showing the procedure for processing each drawing. [Figure 41] This flowchart shows the procedure for the transition to normal operation settings. [Figure 42] This flowchart shows the procedure for disposing of remaining light bulbs in regular operation. [Figure 43] This is a flowchart showing the procedure for the completion process per drawing. [Figure 44A] A flowchart showing the procedure for the first part of the external information editing process. [Figure 44B] This is a flowchart showing the procedure for the latter half of the external information editing process. [Figure 45] This is a time chart showing the transmission of external information or test signals. [Figure 46A] This is a flowchart showing the main processing of the performance control system. [Figure 46B] This is a flowchart showing the process of checking received commands. [Figure 46C] This is a flowchart showing the process of parsing received commands. [Figure 47] This is a flowchart showing the processing of single-use commands. [Figure 48] This is a flowchart showing the pre-read symbol command processing. [Figure 49] This is a flowchart showing the processing of predictive variable commands. [Figure 50] This is a flowchart for processing pattern-based commands. [Figure 51] This is a flowchart showing the processing of variable commands. [Figure 52]This is a flowchart showing the process for setting up variable effects. [Figure 53] This is a flowchart showing the procedure for processing hit-related commands. [Figure 54A] This is an example of a game state transition diagram (game flow) that shows the transitions between game states. [Figure 54B] This is another example of a game state transition diagram that shows the transitions between game states. [Figure 55] This table shows the number of time-saving rounds and the prescribed number of remaining reserved spins corresponding to the winning symbols in the special feature variation display game. [Figure 56] This diagram illustrates the features of the regular display game and its operation. [Figure 57] This timing chart shows the game state, normal symbol probability (normal symbol win probability), normal symbol state, normal power state, number of special symbol 2 reserved symbols, and special symbol variation display games (special symbol variation) after a big win with symbol A. [Figure 58] This timing chart shows the game state, normal symbol probability (normal symbol win probability), normal symbol state, normal electric state, number of special symbol 2 reserved symbols, and special symbol variation display games (special symbol variation) after a big win with symbol B. [Figure 59] This timing chart shows the game state, normal symbol probability (normal symbol win probability), normal symbol state, normal power state, number of special symbol 2 reserved symbols, and special symbol variation display games (special symbol variation) after a big win with symbol F. [Figure 60] This is a time chart illustrating an example of a discrepancy between the start timing of the regular train release and the start timing of the special feature 2 variable display game. [Figure 61] This is a time chart showing example 2 of a discrepancy between the start timing of the regular train release and the start timing of the special feature 2 variable display game. [Figure 62] This is a diagram explaining measures to prevent misalignment. [Figure 63] This is a time chart showing the effect (effect 1) of the anti-slip measure against the forward slippage. [Figure 64] This is a time chart showing the effect (effect 2) of the post-shift countermeasures against misalignment. [Figure 65]This is a time chart explaining how to increase the number of remaining reserved balls by stopping the ball release. [Figure 66] This is a time chart explaining countermeasures against stopping and starting the shooting process. [Figure 67] This is a diagram showing an example of a display indicating how to hit the ball. [Figure 68] This diagram illustrates the gradual changes in the instructions displayed for how to play. [Figure 69A] This is an example of a screen transition diagram showing the display screens of a device in chronological order (Part 1). [Figure 69B] This is an example of a screen transition diagram showing the display screens of a device in chronological order (Part 2). [Figure 69C] This is an example of a screen transition diagram showing the display screens of a display device in chronological order (Part 3). [Figure 69D] This is an example of a screen transition diagram showing the display screens of a device in chronological order (Part 4). [Figure 69E] This is another example (Part 1) of a screen transition diagram showing the display screens of a display device in chronological order. [Figure 69F] This is another example (part 2) of a screen transition diagram showing the display screens of a display device in chronological order. [Figure 70] Regarding the modified version, this is a table showing the support state, the number of time-saving rounds, and the prescribed number of remaining reserved symbols corresponding to the winning symbols in the special symbol variation display game. [Figure 71] This diagram illustrates the characteristics of the modified display game and the operation of the regular electric train. [Figure 72] Regarding the modified form, this is a diagram showing the opening pattern of the ordinary variable prize winning device (ordinary electric) (Part 1). [Figure 73] Regarding the modified form, this is a diagram showing the opening pattern of the ordinary variable prize winning device (ordinary electric) (part 2). [Figure 74] Regarding the modified version, this is a timing chart showing the game state, normal symbol probability, normal symbol state, normal electric state, special symbol 2 reserve count, special symbol variation, etc., after a big win with symbol B. [Figure 75]Regarding the modified version, this is a timing chart showing the game state, normal symbol probability, normal symbol state, normal electric state, special symbol 2 reserve count, special symbol variation, etc., after a big win with symbol D. [Figure 76] Regarding the modified version, this is a timing chart showing the game state, normal symbol probability, normal symbol state, normal power state, special symbol 2 reserve count, special symbol variation, etc., after a big win with symbol E or symbol F. [Figure 77A] Regarding variations, here is an example of a screen transition diagram showing the display screens of a device in chronological order (Part 1). [Figure 77B] Regarding variations, here is an example of a screen transition diagram showing the display screens of a device in chronological order (Part 2). [Figure 78] In the second embodiment, the screen transition diagram shows the display screen of the device in chronological order, and is an example (first half) of the screen transition from the time-saving state to the state after the time-saving state. [Figure 79] In the second embodiment, this is a screen transition diagram showing the display screen of the device in chronological order, and is an example (mid-stage) of the screen transition from the time-saving state to the state after the time-saving state. [Figure 80] In the second embodiment, this is a screen transition diagram showing the display screen of the display device in chronological order, and is an example (second half) of the screen transition from the time-saving state to the state after the time-saving state. [Figure 81] This is a screen transition diagram showing the display screens of a device in chronological order, and is an example of screen transitions from the time-saving state in a time-saving 100-time machine. [Figure 82] This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of a screen transition (first half) in a modified example of the hold display in Specific Figure 2. [Figure 83] This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of a screen transition (second half) in a modified example of the hold display in Specific Figure 2. [Figure 84] This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of screen transitions in modified example 2 of the hold display in Specific Figure 2. [Figure 85] This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of screen transitions in modified example 3 of the hold display in Feature Figure 2. [Figure 86] This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of screen transitions in modified examples 4 and 5 of the hold display in Specific Figure 2. [Figure 87] This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of screen transitions in modified example 6 of the hold display in Specific Figure 2. [Figure 88] In the third embodiment, this is a game state transition diagram (game flow) illustrating the transitions between game states. [Figure 89] In the third embodiment, this is a table that shows the number of time-saving rounds and the prescribed number of remaining reserved spins corresponding to the symbols that are the types of wins in the special symbol variation display game. [Figure 90] This figure shows the characteristics of the regular display game and the regular operation in the third embodiment. [Figure 91] In the third embodiment, the timing chart shows the game state, special symbol variation display game (special symbol variation), normal symbol state, normal electric state, number of special symbol 2 reserved symbols, etc., from the time-saving state as a specific game state to the transition state (normal game state where remaining reserved symbols are consumed). [Figure 92A] In the fourth embodiment, this is an example of a screen transition diagram showing the display screens of the display device in chronological order (first half). [Figure 92B] In the fourth embodiment, this is an example of a screen transition diagram showing the display screens of the display device in chronological order (second half). [Figure 93] Regarding the fourth embodiment, this is another example of a screen transition diagram showing the display screens of the display device in chronological order. [Figure 94] This figure illustrates an example of the configuration of a lamp display device in the fifth embodiment. [Figure 95] This diagram illustrates the display configuration of the fourth symbol in the lamp display units 1 and 2. [Figure 96] This diagram illustrates the display of the number of reserved special figures 1 or 2 in the lamp display unit 3-6. [Figure 97] This is a front view of the game board according to the sixth embodiment. [Figure 98]This is a game state transition diagram (game flow) illustrating the transitions in game states in the sixth embodiment. [Figure 99] In the sixth embodiment, this is a table that shows the number of time-saving rounds and the prescribed number of remaining reserved spins (prescribed remaining reserved spins) corresponding to the symbols which are the types of wins in the special symbol variation display game. [Figure 100] In the sixth embodiment, this is a table summarizing the status of the time-saving feature activation when a new trigger for time-saving is generated from each game state. [Figure 101] This is a diagram illustrating the display of the batch display device according to the sixth embodiment. [Figure 102] This figure shows the features of the regular display game in the sixth embodiment. [Figure 103] This figure illustrates the characteristics of the normal operation in the sixth embodiment. [Figure 104] This flowchart shows the procedure for setting special drawing information according to the sixth embodiment. [Figure 105] This is a flowchart showing the procedure for setting the variation pattern according to the sixth embodiment. [Figure 106] This is a flowchart showing the procedure for setting change start information according to the sixth embodiment. [Figure 107] This table shows the settings of the variation pattern table according to the sixth embodiment, for each game state and special symbol type (special symbol 1 or special symbol 2). [Figure 108] This figure illustrates the display screen of the display device according to the sixth embodiment. [Figure 109A] This is a flowchart showing the procedure for the latter half of the external information editing process according to the sixth embodiment. [Figure 109B] In the sixth embodiment, this is a time chart showing the on / off state of the jackpot signals 1-4 as external information. [Figure 110A] In the sixth embodiment, this is a time chart showing the output of the test signal to the test firing device. [Figure 110B] In the sixth embodiment, this figure illustrates the easy-to-win-in state signals 1 to 4 corresponding to medium support and high support. [Figure 111] This table shows the output of the launch position designation signal according to the sixth embodiment. [Figure 112] This is a time chart showing the output of the launch position designation signal according to the sixth embodiment. [Figure 113] In the sixth embodiment, this is a time chart illustrating the opening operation of the upper large prize slot and the on / off operation of the lever solenoid in the case of a minor win result in the variable display game shown in Feature Figure 1. [Figure 114] In the sixth embodiment, this is a time chart illustrating the opening operation of the upper large prize slot and the on / off operation of the lever solenoid in the case of a small win result in the special figure 2 variable display game. [Figure 115] In the seventh embodiment, this is a circuit diagram showing the wiring that is properly connected from the decorative control board (first circuit board) to the LED board (second circuit board) of the performance control device. [Figure 116A] The seventh embodiment is a circuit diagram showing a state in which the terminals at both ends of the harness are offset by one position and connected to the connector. [Figure 116B] In the seventh embodiment, the circuit diagram shows a state in which the terminals at both ends of the harness are connected to the connector, shifted by one position on each side in the opposite direction from Figure 116A. [Figure 117] This is a schematic diagram showing the wiring configuration from the decorative control board (first circuit board) to the panel decoration motor, the right drop board, and the left drop board (multiple second circuit boards) in a modified example of the seventh embodiment. [Figure 118] Detailed diagram 1 (upstream side) shows the details of the connection configuration of the FFC connection in a modified example of the seventh embodiment. [Figure 119] This is a detailed diagram 2 (downstream side) showing the connection configuration of the FFC connection in a modified example of the seventh embodiment. [Figure 120] As a comparative example, this is a circuit diagram showing conventional wiring where the decoration control device of the performance control device is properly connected to the LED board. [Figure 121]The comparative example shows two circuit diagrams: one illustrating the conventional wiring configuration where the terminals on one side of the harness are offset by one position when connected to the connector, and another illustrating the configuration where the terminals on both sides of the harness are offset by one position when connected to the connector. [Modes for carrying out the invention]
[0009] [First Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, front, back, left, and right refer to the directions as seen from the perspective of the player during gameplay.
[0010] [Overall diagram of the gaming machine] Figure 1 is a diagram illustrating a gaming machine.
[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge so as to be able to open and close and rotate. The opening / closing frame consists of a front frame 12 (main body frame) and a glass frame 15. The left end of the opening / closing frame is the pivot end where it is attached to the hinge, and the right end is the open end where it is opened by rotation.
[0012] A game board 30 (see Figure 2) is mounted on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached to it. The cover glass 14 functions as a game viewing area that makes the game area 32 (see Figure 2) formed on the game board 30 visible.
[0013] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 while the glass frame 15 is closed, the game control device (main board) 100 (see Figure 3) etc., which is located on the back side of the game board 30, can be accessed.
[0014] Various frame components are arranged around the edge of the cover glass 14 of the glass frame 15.
[0015] Decorative devices 18a and 18b, capable of illuminating according to the game state, are installed in the upper center and left side of the glass frame 15. The decorative devices 18a and 18b house lighting components such as LEDs and perform illuminating effects according to the game state. These lighting components, installed inside the decorative devices 18a and 18b, constitute a part of the frame decorative device 18 (see Figure 4).
[0016] Upper speakers 19a are installed in the upper right corner and upper left corner of the glass frame 15, respectively. In addition to these upper speakers 19a, two lower speakers 19b are provided at the bottom of the gaming machine 10. The lower speakers 19b are installed in the lower left corner of the glass frame 15 and the lower right corner of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.
[0017] On the right side of the glass frame 15, a projection display unit 13 is provided, which extends vertically from the gaming machine 10 and protrudes forward (towards the player). The projection display unit 13 is a display device that performs light effects and other effects according to the progress of the game. The lighting components provided inside the projection display unit 13 also constitute part of the frame decoration device 18 (see Figure 4).
[0018] A tray unit is attached to the lower part of the glass frame 15, which has a tray 21 capable of storing game balls. The tray 21 is formed in the shape of a box with an open top. The game balls stored in the tray 21 are supplied one by one to a ball launching device (not shown).
[0019] The upper tray unit further comprises a performance control device that receives input from the player, a ball dispensing device that receives input from the player, and a decorative device 22 that performs light-up effects, etc., according to the game state.
[0020] The performance control device is an operating device that incorporates a touch panel 25b into the performance button 25, and is located in the upper center of the upper tray unit for ease of use by the player.
[0021] By operating the performance control device, the player can perform performances that involve the player's input in special feature variation display games, etc., displayed on the display device 41 (see Figure 2). For example, the player can select a performance pattern (performance mode) or execute a preview performance that foreshadows the result of a variation display game corresponding to the start memory. Note that the term "variation display game" includes special feature variation display games, and when simply referred to as "variation display game," it refers to special feature variation display games in this specification.
[0022] Furthermore, the display pattern may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.
[0023] The game state when a variable display game is played consists of multiple game states. The normal game state is the game state in which no special game state occurs. Special game states include, for example, a time-saving state as a specific game state, a state in a variable display game where the probability of a special result (e.g., a jackpot) occurring is high (probability variation state, probability variation state), a jackpot state (special game state), and a minor win game state (minor win state).
[0024] Here, the probability variation state (specific game state) can be one of the following: one that continues until the next big win occurs (loop type), one that continues until a predetermined number of variation display games are played (count limit type, ST), or one that continues until a predetermined probability reduction lottery is won (reduction lottery type).
[0025] Furthermore, instead of determining whether or not a bonus state is triggered by a random number of winning symbols, it may be possible to ensure that a bonus state is always triggered when a big win occurs.
[0026] The ball dispensing device is an operating device used by players when they borrow game balls, and is located on the upper right side of the upper tray unit. The ball dispensing device comprises a ball dispensing button 27, a return button 28, and a balance display unit 26. The ball dispensing button 27 is a button operated by the player when borrowing game balls, and the return button 28 is a button operated by the player when they want to eject a prepaid card or the like from a card unit (not shown) located adjacent to the game machine 10. The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed.
[0027] The decorative device 22 houses lighting components such as LEDs inside and performs lighting effects according to the game state. It is located on the front part of the upper tray unit. The lighting components arranged inside the decorative device 22 constitute a part of the frame decorative device 18 (see Figure 4).
[0028] Below the glass frame 15, which includes the upper tray unit described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown) and a lower tray 23 capable of storing game balls.
[0029] The operating handle 24 is located in the lower right part of the front frame 12, below the lower right speaker 19b. By rotating the operating handle 24, the ball launcher launches game balls supplied from the upper tray 21 into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launcher is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launcher can change the launch force, which is the force (speed) at which the game balls are launched into the game area, in response to the operation of the operating handle 24 by the player, and can launch game balls in various launch modes with different launch forces. Launch modes include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.
[0030] The lower tray 23 is positioned below the upper tray unit at a predetermined distance from it. The lower tray 23 has a ball removal hole 23a that penetrates vertically through its bottom surface, and an opening / closing operation part 23b for opening and closing the ball removal hole 23a. By operating the opening / closing operation part 23b to open the ball removal hole 23a, the game balls stored in the lower tray 23 can be discharged to the outside through the ball removal hole 23a.
[0031] [Game board] Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be described. Figure 2 is a front view of the game board 30 provided in the gaming machine 10.
[0032] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.
[0033] A center case (front component) 40 is mounted approximately in the center of the game area 32, forming a window that serves as the display area for the variable display game. Behind the window formed in the center case 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple pieces of identification information in a variable manner. The display device 41 is equipped with, for example, a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window of the center case 40. Note that the display device 41 is not limited to being equipped with a liquid crystal display, but may also be equipped with a display such as an EL or CRT.
[0034] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and identification information (special symbols) and characters that enhance the variable display game are displayed in each variable display area. In addition, images based on the progress of the game (jackpot display, fanfare display, ending display, etc.) are displayed on the display screen.
[0035] Furthermore, the center case 40 is provided with an inlet 40a for a warp passage 40e that guides the game balls flowing down the game area 32 into the inside of the center case 40, and a stage section 40b on which the game balls that have passed through the warp passage 40e can roll. Since the stage section 40b of the center case 40 is located above the starting prize entry opening 36 and the normal variable prize entry device 37, game balls that roll on the stage section 40b are more likely to enter the starting prize entry opening 36 or the normal variable prize entry device 37.
[0036] An upper display unit 40c and a side display unit 40d are provided on the upper and right sides of the center case 40, respectively. The upper display unit 40c and the side display unit 40d constitute part of the panel decoration device 46 (see Figure 4) and the panel display device 44 (see Figure 4).
[0037] A regular symbol start gate (regular symbol start gate) 34 is provided in the game area 32 on the right side of the center case 40. Inside the regular symbol start gate 34, a gate switch (SW) 34a (see Figure 3) is provided for detecting game balls that have passed through the regular symbol start gate 34. When a game ball that has been launched into the game area 32 passes through the regular symbol start gate 34, the regular symbol variation display game is executed.
[0038] A general prize entry point 35 is located in the lower left game area 32 of the center case 40, and another general prize entry point 35 is located in the lower right game area 32 of the center case 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a to 35n (see Figure 3) provided on the general prize entry points 35.
[0039] In the game area 32 below the center case 40, there is a starting entry point (starting entry point 1, first starting entry area) 36 that provides the conditions for starting the special symbol variation display game. In the game area 32 on the right side of the center case 40, below the regular symbol starting gate 34, there is a regular variation prize device 37 (regular electric mechanism, regular electric) equipped with a second starting entry point (starting entry point 2, second starting entry area). The regular variation prize device 37 is equipped with a movable member (movable piece) 37b that rotates forward to convert the state into one that makes it easier for game balls to flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize device 37. When a game ball enters the starting entry point 36 or the regular variation prize device 37, the special symbol variation display game is executed as an auxiliary game. Furthermore, the starting prize entry point 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed.
[0040] The movable member 37b is a so-called tongue-type ordinary electric mechanism, and when the result of the regular variation display game reaches a predetermined stop display pattern, it operates via the ordinary electric solenoid 37c (see Figure 3) to open, changing to an open state (an easy-to-win state that is advantageous to the player) in which game balls can easily flow into the regular variation prize winning device 37. If the movable member 37b is not in the open state (easy-to-win state), it will be in a closed state (not easy to win state, difficult-to-win state) in which game balls cannot easily flow into the regular variation prize winning device 37. In this embodiment, unlike the regular variation prize winning device 37, the start prize opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), however, a configuration with a movable member (opening / closing member) is also possible.
[0041] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the variation time of the normal figure variation display game or by making the probability of winning in the normal figure variation display game higher than usual, and by making the duration of the easy-to-win state longer than the duration of the easy-to-win state that occurs in the normal game state without any special gameplay, thereby generating the aforementioned time-saving state (normal power support state) as a specific game state. In addition, the time-saving state (normal power support state) also occurs in overlapping periods in the probability variation state (excluding the latent probability variation state).
[0042] In the game area 32 to the right of the starting prize entry opening 36, there is a first special variable prize entry device 38 (special electric mechanism) which has an attacker-type opening door 38c that opens the lower large prize entry opening by retracting from the front to the back by a lower large prize entry solenoid 38b (see Figure 7). The first special variable prize entry device 38 changes the state of the large prize entry opening from a closed state (a blocked state unfavorable to the player) to an open state (a game state favorable to the player) depending on the result of the special variable display game, thereby facilitating the flow of game balls into the lower large prize entry opening and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after the end of a jackpot). A lower large prize entry switch 38a (count switch) is provided inside the lower large prize entry opening as a detection means for detecting game balls that have entered the large prize entry opening. Furthermore, the first special variable prize winning device 38 makes it easier for game balls to enter the prize when playing to the right.
[0043] In the game area 32 above the normal variable prize winning device 37, there is a second special variable prize winning device 39 which has an opening / closing door 39c that opens the upper large prize winning opening by rotating its upper end to the right by an upper large prize winning opening solenoid 39b (see Figure 3). The second special variable prize winning device 39 changes the large prize winning opening from a closed state (a blocked state unfavorable to the player) to an open state (a special game state favorable to the player) depending on the result of the special variable display game, thereby facilitating the flow of game balls into the large prize winning opening and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after a jackpot). An upper large prize winning opening switch 39a (count switch) (see Figure 3) is provided inside the large prize winning opening as a detection means for detecting game balls that have entered the large prize winning opening. The second special variable prize winning device 39 makes it easier for game balls to enter when playing to the right. Furthermore, the lower large prize slot switch 38a and the upper large prize slot switch 39a are collectively referred to as the large prize slot switch 43.
[0044] Inside the second special variable prize winning device 39, a specific area 86 (a so-called V-prize winning area) is provided. A big win is confirmed when a game ball enters the specific area 86 (V-prize winning area) after the opening door 39c is opened by a minor win. The specific area 86 may be kept open for a long time only during a minor win to allow game balls to pass through easily. The game control device 100 can detect the passage of a game ball into the specific area 86 (V-prize) via a sensor (specific area switch 72 described later), and upon detecting a V-prize, it confirms that the game will transition to a big win state after the minor win ends, and transmits information (specific area passage command, etc.) indicating that a V-prize has occurred to the performance control device 300 described later. The performance control device 300 can then notify the V-prize on a display device 41, etc.
[0045] In other words, in this embodiment, the gaming machine 10 is a so-called type 1 and type 2 mixed machine (1+type machine). In this embodiment, when a minor win occurs, the second special variable prize winning device 39 is opened, and the game ball enters a specific area 86 (V prize winning slot) within the second special variable prize winning device 39, resulting in a big win.
[0046] When a game ball enters one of the large prize slots, such as the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, and the special variable prize slots 38 and 39, the payout control device 200 (see Figure 3) dispenses a number of prize balls corresponding to the type of prize slot into the upper tray 21 from the payout device. In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. Furthermore, LEDs (part of the panel decoration device 46 described later) that can light up when a game ball enters are installed near the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, and the special variable prize slots 38 and 39, as well as their vicinity.
[0047] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 that executes special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game) and general symbol variation display games. The unified display device 50 includes display units 51 to 60 that display information such as the current game state.
[0048] The integrated display device 50 includes a first special feature variable display unit 51 (special feature 1 display unit, lamp D1) and a second special feature variable display unit 52 (special feature 2 display unit, lamp D2) for variable display games, which are composed of 7-segment type displays (LED lamps), a variable display unit 53 (normal display unit, lamps D8, D10, D18) for normal display variable display games, and a memory display unit (special feature 1 hold display unit 54, special feature 2 hold display unit 55, normal display hold display unit 56) for notifying the number of starts (holds) for each variable display game. The special feature 1 hold display unit 54 is composed of lamps D11 and D12. The special feature 2 hold display unit 55 is composed of lamps D13 and D14. The normal display hold display unit 56 is composed of lamps D15 and D16.
[0049] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, lamp D7) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, lamp D17) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, lamp D9) that indicates that the probability state of a jackpot is in a high probability state when the game machine 10 is powered on, and a round display unit 60 (lamps D3-D6) that displays the number of rounds during a jackpot (number of times the special variable prize winning devices 38 and 39 are opened and closed).
[0050] In the display unit 51 in Feature 1 and the display unit 52 in Feature 2, the variable display game is performed by a variable display that repeatedly turns on and off (flashes) the identification information (for example, the central segment). Note that the display unit 51 in Feature 1 and the display unit 52 in Feature 2 are not limited to such segment-type display units, but may be composed of a collection of multiple LEDs, and when performing the variable display, all LEDs provided as a display unit may be turned on and off simultaneously (all LEDs flashing at the same time), or cyclically turned on and off (one LED turns on and off in a predetermined order at predetermined time intervals), or by turning on and off (flashes) or cyclically turned on and off by a predetermined number of LEDs from among the multiple LEDs. In the general display unit 53, the variable display game is also performed by a variable display (flashes) that repeatedly turns on and off lamps D10 and D18. The general display unit 53 can also be configured as appropriate in the same way as the display unit 51 in Feature 1 and the display unit 52 in Feature 2.
[0051] The lamp display device 80 has lamp display units 1 and 2 (LEDs) that perform a variable display (flashing) that alternates between lighting and extinguishing as symbols (the fourth special symbol and the fourth symbol described later), and lamp display units 3-6 (LEDs) for notifying the number of memories for starting (holding) each special symbol variable display game. The lamp display device 80 is controlled by the performance control device 300 (described later).
[0052] The lamp display units 1 and 2 blink as variable displays at a predetermined blinking cycle (for example, 200 msec (milliseconds)). That is, the switching between turning off and on the lamp display units 1 and 2 is performed over a period of half the blinking cycle (for example, 100 msec). The variable display time of the variable displays in the special figure 1 display unit 51, special figure 2 display unit 52, and general figure display unit 53 of the integrated display device 50 is measured by the game control device 100, whereas the variable display time of the lamp display units 1 and 2 of the lamp display device 80 is measured by the performance control device 300 (described later).
[0053] Lamp display units 3 and 4 (Special Feature 1 Reserve LED1, Special Feature 1 Reserve LED2) display the number of Special Feature 1 reserved balls (first start memory number) through a combination of off, on, and flashing states. Similarly, lamp display units 5 and 6 (Special Feature 2 Reserve LED1, Special Feature 2 Reserve LED2) display the number of Special Feature 2 reserved balls (second start memory number) through a combination of off, on, and flashing states. Lamp display units 3-6 stop displaying the number of reserved balls when a jackpot occurs, but continue to display the number of reserved balls when not in a jackpot state (including when a reach described later occurs on the display device 41).
[0054] Next, we will explain the gameplay flow in the gaming machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.
[0055] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry devices 38, 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry devices 38, 39, a number of prize balls corresponding to the type of prize entry opening are discharged into the upper tray 21 via a payout device.
[0056] The regular display start gate 34 is equipped with a gate switch 34a (see Figure 3) that detects game balls that have passed through the regular display start gate 34. When a game ball passes through the regular display start gate 34, it is detected by the gate switch 34a, and the regular display variation game is executed based on the result of the random value for winning determination extracted at this time.
[0057] If a game cannot be started, for example, if a game is already in progress and has not yet finished, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory count (normal variation reserve count) is less than the upper limit, that memory count is increased (+1).
[0058] The regular diagram start memory (regular diagram hold) stores a random value for determining whether the regular diagram variation display game is a win or a loss. When this random value matches the judgment value, the regular diagram variation display game is a win and a specific result pattern (specific result) is derived.
[0059] The regular diagram fluctuation display game is executed using a regular diagram display unit 53 provided on the integrated display device 50. The regular diagram display unit 53 consists of LEDs that indicate a win when lit and a loss when unlit, serving as regular identification information (regular diagram). The regular identification information fluctuations are displayed by blinking these LEDs, and the result is displayed by turning the LEDs on or off after a predetermined fluctuation display time has elapsed.
[0060] If the random value of the normal symbol extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display unit 53 stops in a winning state, and the game enters a winning state. At this time, the normal electric solenoid 37c (see Figure 3) is driven, causing the movable member 37b to be converted to an open state for a predetermined time (for example, 3 seconds x 2 times), and the entry of game balls into the normal variable prize winning device 37 is permitted.
[0061] The entry of a game ball into the starting prize slot 36 and into the normal variable prize device 37 are detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit, while game balls that enter the normal variable prize device 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit.
[0062] When a winning ball is detected to start a special feature variation display game, random values for jackpots, jackpot symbols, and each variation pattern are extracted. These random values are stored in the special feature reserve memory area (part of the RAM) of the game control device 100 as special feature start-up winning memories, up to a predetermined number of times (for example, up to 8 times). The number of special feature start-up winning memories is displayed on the special feature 1 reserve indicator 54 and special feature 2 reserve indicator 55 of the unified display device 50 for notifying the number of starting winnings, and is also displayed on the display screen of the display device 41.
[0063] The game control device 100 executes a special figure 1 variable display game on the special figure 1 display 51 based on a win in the start prize slot 36 or a first start memory (special figure 1 start memory, special figure 1 hold). The game control device 100 also executes a special figure 2 variable display game on the special figure 2 display 52 based on a win in the normal variable prize slot 37 or a second start memory (special figure 2 start memory, special figure 2 hold).
[0064] The Special Feature 1 Variable Display Game (First Special Feature Variable Display Game) and the Special Feature 2 Variable Display Game (Second Special Feature Variable Display Game) are performed by displaying identification information (special symbols, special features) in a variable manner on the Special Feature 1 display unit 51 and the Special Feature 2 display unit 52, and then stopping to display a predetermined result pattern.
[0065] Furthermore, the display device 41 executes a decorative special feature variation display game that displays multiple types of identification information (for example, numbers, symbols, character patterns, etc.) in a variable manner, corresponding to each special feature variation display game.
[0066] The decorative special symbol variation display game on the display device 41 is performed by starting the variation display (scroll display) of the decorative special symbols (identification information) composed of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), and center (third special symbol), and then stopping the variation of the symbols sequentially after a predetermined time to display the result of the special symbol variation display game. In addition, the display device 41 displays various effects such as the appearance of characters to enhance the entertainment value. Furthermore, in the decorative special symbol variation display game, as another decorative special symbol (identification information), the fourth special symbol (fourth symbol) changes in the lamp display units 1 and 2 of the lamp display device 80 by repeatedly switching between on and off (flashing). The variation display of lamp display units 1 and 2 stops after a predetermined time from the start, with "off" in the case of a miss, and "on" in the case of a big win or a small win.
[0067] When a game ball enters the starting prize slot 36 or the normal variable prize device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a jackpot value), a specific result pattern (special result pattern) is derived from the displayed symbols as a result of the special variable display game, and the game enters a jackpot state (special game state). In response to this, the display pattern of the display device 41 becomes the special result pattern (for example, a state where the numbers "7,7,7" are aligned).
[0068] At this time, the special variable prize winning devices 38 and 39 are energized by the supply of power to the large prize winning solenoids (38b and 39b) (see Figure 3), which causes the large prize winning opening to change from a closed state to an open state for a predetermined time (for example, 30 seconds). In other words, the large prize winning openings provided in the special variable prize winning devices 38 and 39 are wide open for a predetermined time or until a predetermined number of game balls have entered, and during this time the player is given the advantage of being able to win many game balls.
[0069] When a game ball enters the first starting prize entry slot 36 or the normal variable prize entry device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a minor prize value), a specific result pattern (minor prize result pattern) is derived by the displayed symbols as a result of the special symbol variable display game, and the game enters a minor prize state. In response to this, the display pattern of the display device 41 becomes the minor prize result pattern. In this embodiment, the jackpot random value is also used to determine minor prizes, but the minor prize value (minor prize determination value) is different from the jackpot value (jackpot determination value).
[0070] At this time, the special variable prize winning devices 38 and 39 energize the large prize winning solenoids 38b and 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined short time. Note that the total open time of the large prize winning opening is shorter in the minor win state (minor win game state) than in the big win state (special game state), so the game value (number of balls won) that the player can acquire is less in the minor win state than in the big win state. Note that the large prize winning opening is open in both the minor win state and the big win state, but the big win state may be called the first special game state and the minor win state may be called the second special game state. For simplicity, in this embodiment, we will describe a configuration in which only the special variable prize winning device 39 (upper large prize winning opening) is changed to an open state in the minor win state, and only the special variable prize winning device 38 (lower large prize winning opening) is changed to an open state in the big win state (including the big win state due to a V-win during a minor win).
[0071] Here, I will explain the difference between a big win and a small win.
[0072] A jackpot is a special result that involves the activation of a condition device, while a minor win is a specific result that does not involve the activation of a condition device. The condition device is activated when a jackpot occurs in a special symbol variation display game (the jackpot symbol is displayed when it stops). When the condition device is activated, it means, for example, that a jackpot state occurs and a specific flag is set to continuously activate the special variation prize winning devices 38 and 39, which are special electric mechanisms. Alternatively, when the condition device is activated, it may also mean that a game ball has passed into a specific area 86 (V-winning). When the condition device is not activated, it means that the aforementioned specific flag is not set, for example, when simply winning a minor win lottery. However, as will be described later in this embodiment, the condition device will be activated if a V-winning occurs during a minor win state. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically. Furthermore, "condition device" is a term commonly used in the field of pachinko games to refer to a device whose operation is a necessary condition for the continuous operation of an electric mechanism, and it is used in this specification with the same meaning.
[0073] Specifically, in the case of a big win, the special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set.
[0074] The special figure 1 display unit 51 and the special figure 2 display unit 52 may be configured as separate displays or as the same display unit, but they are set so that the special figure variation display games are not executed simultaneously. The special figure 2 variation display game is executed with priority over the special figure 1 variation display game, and there is a start memory for both the special figure 1 variation display game and the special figure 2 variation display game. When the special figure variation display game becomes ready to be executed, the special figure 2 variation display game is executed (special figure 2 hold priority consumption, special figure 2 priority variation).
[0075] Regarding the decorative special feature variation display game on the display device 41, the special feature 1 variation display game and the special feature 2 variation display game may be executed on separate display devices or separate display areas, or they may be executed on the same display device or display area. In this case, the decorative special feature variation display game corresponding to the special feature 1 variation display game and the special feature 2 variation display game may not be executed simultaneously.
[0076] In the following explanation, when there is no distinction between the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, they will simply be referred to as the Special Feature Variable Display Game.
[0077] Furthermore, although not particularly limited, the start port 1 switch 36a in the start port 36, the start port 2 switch 37a, the gate switch 34a, the prize port switch 35a, and the count switches (38a, 39a) in the normal variable prize device 37 are equipped with a coil for magnetic detection, and non-contact type magnetic proximity sensors (hereinafter referred to as proximity switches) are used to detect game balls by utilizing the phenomenon in which the magnetic field changes when metal comes into close proximity to the coil. In addition, the glass frame opening detection switch 63 provided on the glass frame 15 of the game machine 10, etc., and the front frame opening detection switch 64 (main frame opening detection switch) provided on the front frame (game frame) 12, etc., can use microswitches with mechanical contacts.
[0078] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is equipped with a game control device 100 (main board), which is a main control device (main board) that comprehensively controls the game, and consists of a CPU unit 110 having a gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111, an input unit 120 having input ports, an output unit 130 having output ports and drivers, and a data bus 140 connecting the CPU unit 110, the input unit 120 and the output unit 130.
[0079] The CPU unit 110 includes a gaming microcontroller (CPU) 111 called an amusement chip (IC), and an oscillator circuit (crystal oscillator) 113 equipped with an oscillator such as a crystal resonator, which generates the CPU's operating clock, timer interrupts, and a clock that serves as the reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.
[0080] The power supply unit 400 includes a normal power supply unit 410 which has an AC-DC converter that generates a DC 32V voltage from a 24V AC power supply and a DC-DC converter that generates lower level DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply unit 420 which supplies power voltage to the RAM inside the gaming microcontroller 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal to notify the gaming control device 100 of the occurrence and recovery of a power outage.
[0081] In this embodiment, the power supply unit 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generation unit 430 may be configured to be provided on a separate circuit board or integrated with the game control device 100, i.e., on the main circuit board. Since the game board 30 and the game control device 100 are subject to replacement when the model is changed, by providing the backup power supply unit 420 and the control signal generation unit 430 on a separate circuit board from the power supply unit 400 or the main circuit board, as in the embodiment, it is possible to reduce costs by excluding them from replacement.
[0082] The backup power supply unit 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM), so that data stored in the RAM is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, changing the power outage monitoring signal and outputting a reset signal after a predetermined time. It also outputs a reset signal after a predetermined time has elapsed from the time the power is turned on or after a power outage is restored.
[0083] Furthermore, the game control device 100 is equipped with a RAM initialization switch 112. When the RAM initialization switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111c in the game microcontroller 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the game microcontroller 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0084] Furthermore, the game control device 100 (main board) is equipped with a setting key switch 93. The setting key switch 93 is turned on by the operator's rotation operation, etc., to enable the change of the probability setting value (setting value) according to the settings related to the game conditions (game). The RAM initialization switch 112 can also be used as a setting value change switch that can change the probability setting value according to the operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probabilities such as the probability of a big win and the probability of a small win, but other game conditions other than probability (such as effects) can also be changed according to the probability setting value. The setting key switch 93 and the RAM initialization switch 112 constitute a setting change means (setting change device 42, setting means) that can change the settings related to the game conditions (probability setting value). Note that another switch may also serve as the setting value change switch instead of the RAM initialization switch 112, or a dedicated setting value change switch may be provided.
[0085] The setting key switch 93 and the RAM initialization switch 112 are located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main body frame) is opened. In other words, ordinary players cannot access and operate the setting key switch 93 and the RAM initialization switch 112.
[0086] As described later, when the gaming machine 10 is powered on (power restored after a blackout), the gaming machine 10 can transition to various states depending on the on / off state of the setting key switch 93 and the RAM initialization switch 112, such as a variable setting state (setting change state, configurable state, setting change mode) in which the probability setting value can be changed (configured), and a setting confirmation state (setting confirmation mode) in which the probability setting value can be checked.
[0087] In this embodiment, the probability settings are defined, for example, in six stages: probability setting 1 (setting 1), probability setting 2 (setting 2), probability setting 3 (setting 3), probability setting 4 (setting 4), probability setting 5 (setting 5), and probability setting 6 (setting 6). Generally, setting 1 is the most unfavorable setting for the player, and setting 6 is the most favorable setting for the player. Settings 1 and 2 are low settings, settings 3 and 4 are intermediate settings, and settings 5 and 6 are high settings.
[0088] In the probability setting change process, each time the RAM initialization switch 112 is pressed by the operator, the working setting value (setting) in the working setting value area is changed as follows: setting value 0 (setting 1, probability setting value 1) → setting value 1 (setting 2, probability setting value 2) → setting value 2 (setting 3, probability setting value 3) → setting value 3 (setting 4, probability setting value 4) → setting value 4 (setting 5, probability setting value 5) → setting value 5 (setting 6, probability setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → ... In this way, the RAM initialization switch 112 also functions as a setting value change switch. For the sake of explanation, working setting values 0 to 5 are provided in the setting change state (setting change mode), corresponding to probability setting values 1 to 6, respectively. However, working setting values and probability setting values can also be treated as the same thing by setting them to the same numerical range (i.e., 0 to 5 or 1 to 6) (making the working setting value and probability setting value the same number).
[0089] Alternatively, instead of operating the RAM initialization switch 112 (setting value change switch), the probability setting value may be changed by rotating the setting key switch 93 to a predetermined position. Also, the probability setting value is not limited to 6 levels. The display probability setting value corresponding to the selected working setting value of 0 to 5 is then displayed on a performance display device 152, for example, a 4-digit 7-segment display (8-segment display if dot Dp is included).
[0090] The gaming microcomputer 111 includes a CPU (Central Processing Unit: Microprocessor) 111a, a read-only ROM (Read-Only Memory) 111b, and a RAM (Random Access Memory) 111c that can be read and written at any time.
[0091] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even if a power outage occurs. Electrically rewritable non-volatile memory such as EEPROM may be used as ROM111b or RAM111c.
[0092] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation modes) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine the variation pattern by referring to variation pattern random numbers 1 to 3, which are stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. In addition, these pattern tables include tables for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as the second half variation group table and the second half variation pattern selection table), and tables for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as the first half variation group table and the first half variation pattern selection table).
[0093] Here, "reach" (reach state) refers to a display state in a gaming machine 10 that has a display device whose display state can change, and in which the display device derives and displays multiple display results at different times, and when the multiple display results become a predetermined special result pattern, the game state becomes a game state (special game state) that is advantageous to the player, at a stage in which some of the multiple display results have not yet been derived and displayed, but the display results that have already been derived and displayed satisfy the conditions for becoming a special result pattern. In other words, the reach state refers to a display pattern that, even at the stage in which the variable display control of the display device has progressed and reached the stage before the display results are derived and displayed, does not deviate from the display conditions for becoming a special result pattern. For example, a state in which variable display is performed by multiple variable display areas while maintaining a state in which the special result patterns are aligned (a so-called full rotation reach) is also included in the reach state. Furthermore, "reach state" refers to a display state at the point when the display control of the display device has progressed to the stage before the display result is derived and displayed, and in which at least a portion of the display results of the multiple variable display areas determined before the display result is derived and displayed satisfies the conditions for a special result pattern.
[0094] Therefore, for example, if a decorative special feature variation display game displayed on a display device in response to a special feature variation display game displays multiple identification information for a predetermined time in each of the left, middle, and right variation display areas of the display device, and then stops the variation display in the order of left, right, and middle to display the result pattern, then the state in which the variation display stops in the left and right variation display areas when the conditions for a special result pattern are met (for example, the same identification information) is considered a reach state. Alternatively, the state in which the conditions for a special result pattern are met in any two of the left, middle, and right variation display areas when the variation display has stopped all of the variation display areas may be considered a reach state, and the remaining variation display area may be made to display variations from the reach state.
[0095] Furthermore, the reach state includes multiple reach animations, and there are different types of reach animations that have different probabilities (different levels of expectation) of leading to special result patterns (jackpot patterns). These include Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The expected value of a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. In addition, the reach state is included in the display patterns when a special result pattern is led to (a jackpot occurs) in the special reel variation display game. That is, it may also be included in the display patterns when it is determined that a special result pattern is not led to (a miss occurs) in the special reel variation display game. Therefore, the state in which the reach state occurs has a higher probability of resulting in a jackpot compared to the state in which the reach state does not occur.
[0096] Furthermore, the expected value of the animation (preview) indicates the probability of winning a jackpot if that animation is selected, and the selection rate of that animation when it is a jackpot, and when it is not a jackpot (when it is a miss) It can be calculated based on factors such as the selection rate of the performance.
[0097] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices, thereby controlling the entire gaming machine 10. Furthermore, although not shown in the diagram, the gaming microcomputer 111 includes a random number generation circuit for generating random numbers for determining jackpots in the special symbol variation display game, random numbers for determining jackpot symbols, random numbers for determining minor win symbols, random numbers for determining time-saving symbols (stop symbols for support wins) as described later, and random numbers for determining variation patterns in the special symbol variation display game (including the execution time of the variation display game in various reach and non-reach variation displays, etc.), and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) to the CPU 111a and a clock that provides the update timing for the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.
[0098] Furthermore, in processing related to the special symbol variation display game, the CPU 111a obtains one of the multiple variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and obtains one of the multiple variation pattern tables based on the game result of the special symbol variation display game (jackpot or miss), the probability state of the special symbol variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, the CPU 111a acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111b when executing the special symbol variation display game.
[0099] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout motor 91 of the payout unit to dispense prize balls according to the prize ball payout command (command or data) from the game control device 100. The payout control device 200 also controls the payout motor 91 of the payout unit to dispense the dispensed balls based on the ball lending request signal from the card unit 600.
[0100] The input section 120 of the gaming microcomputer 111 is connected to a radio wave sensor 62 (panel radio wave sensor) that detects the emission of radio waves to the gaming machine, the gate switch 34a of the general starting gate 34, the starting gate 1 switch 36a in the first starting prize winning gate 36, the starting gate 2 switch 37a in the second starting prize winning gate 37 (normal variable prize winning device), the prize winning gate switch 35a of the general prize winning gate 35, and the large prize winning gate switches 43 (lower large prize winning gate switch 38a, upper large prize winning gate switch 39a) of the special variable prize winning devices 38 and 39. An interface chip (proximity I / F) 121 is provided that receives negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V.
[0101] Furthermore, the interface chip (proximity I / F) 121 is connected to the specific area switch 72, the remaining ball outlet switch 73, and the out ball detection switch 74. The specific area switch 72 detects the passage of a game ball into the specific area 86 (V prize winning area) (V prize). The remaining ball outlet switch 73 detects game balls that have passed through the remaining ball outlet, which discharges game balls from the special variable prize winning devices 38 and 39. The out ball detection switch 74 may detect only game balls that pass through the out outlet 30b, or it may detect all game balls that have been launched into the game area and have finished playing.
[0102] The output of the proximity interface 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and read by the game microcontroller 111 via the data bus 140. Of the outputs of the proximity interface 121, the detection signals for the gate switch 34a, the start gate 1 switch 36a, the start gate 2 switch 37a, the prize entry switch 35a, and the big prize entry switch 43 are input to the third input port 124.
[0103] Furthermore, among the outputs of the proximity interface 121, the detection signal from the radio wave sensor 62 and the abnormality detection signal output when an abnormality is detected in a sensor or switch are input to the second input port 123.
[0104] Furthermore, among the outputs of the proximity interface 121, the detection signals from the specific area switch 72, the remaining bulb outlet switch 73, or the out-of-bounds bulb detection switch 74 are input to the fourth input port 126.
[0105] Furthermore, the second input port 123 receives detection signals from a magnetic sensor switch 61 for detecting fraudulent activity, which is provided on the front frame 12 of the gaming machine 10; signals from a glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10; signals from a front frame opening detection switch 64 (main frame opening detection switch) provided on the front frame 12 (main frame); and signals from a vibration sensor 65 that detects vibrations of the gaming machine 10.
[0106] Furthermore, the second input port 123 receives the setting key switch signal from the setting key switch 93 and supplies it to the gaming microcontroller 111 via the data bus 140.
[0107] Furthermore, of the outputs of the proximity interface 121, the output to the third input port 124 is also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. In addition, the detection signals from the start port 1 switch 36a and start port 2 switch 37a of the proximity interface 121 are configured to be input to the game microcontroller 111 in addition to the third input port 124.
[0108] As mentioned above, the proximity interface 121 has a signal level conversion function. To enable this level conversion function, the proximity interface 121 is supplied with a voltage of 12V from the power supply unit 400, in addition to the voltage, such as 5V, that is normally required for the operation of the IC.
[0109] The data held by the third input port 124 can be read by the gaming microcontroller 111 decoding the address assigned to the third input port 124, thereby asserting (changing to the enabled level) the enable signal CE2. The same applies to the second input port 123, the fourth input port 126, and the first input port 122, which will be described later.
[0110] Furthermore, the input unit 120 is provided with a first input port 122 that receives signals from the payout control device 200, including a frame radio wave malfunction signal, a payout busy signal, a status signal indicating a payout abnormality, a shoot ball depletion switch signal indicating a shortage of game balls before payout, an overflow switch signal indicating an overflow, a touch switch signal based on input from a touch switch on the operating handle 24, and a RAM initialization switch 112, and supplies them to the game microcomputer 111 via the data bus 140. The overflow switch signal is a signal output when it is detected that the lower tray 23 has more than a predetermined amount of game balls stored in it (it is full). The frame radio wave malfunction signal is a signal output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12 (main frame), and the payout busy signal is a signal indicating whether or not the payout control device 200 is in a state where it can accept commands.
[0111] Furthermore, the input section 120 is provided with a Schmitt buffer 125 for inputting signals such as power outage monitoring signals and reset signals from the power supply unit 400 to the gaming microcontroller 111, and the Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply unit 400 is first input to the first input port 122 and then taken into the gaming microcontroller 111 via the data bus 140. In other words, it is treated as a signal equivalent to the signals from the various switches mentioned above. This is because there is a limit to the number of terminals on the gaming microcontroller 111 that can receive external signals.
[0112] On the other hand, the reset signal RST, which has been de-noised by the Schmidt buffer 125, is directly input to the reset terminal provided on the gaming microcontroller 111 and is also supplied to each port of the output unit 130. Furthermore, the reset signal RST is output directly to the relay board 70 without going through the output unit 130, thereby turning off the test firing signal held in the ports (not shown) of the relay board 70 for output to the test firing device.
[0113] Alternatively, the reset signal RST may be configured to be output to the test firing device via the relay board 70. Note that the reset signal RST is not supplied to ports 122, 123, and 124 of the input unit 120. This is because the data set by the game microcontroller 111 to each port of the output unit 130 immediately before the reset signal RST is received needs to be reset to prevent system malfunction, but the data read by the game microcontroller 111 from each port of the input unit 120 immediately before the reset signal RST is received is discarded by the reset of the game microcontroller 111.
[0114] The output unit 130 is equipped with a Schmidt buffer 132 located on the communication path from the game microcomputer 111 to the performance control device 300 and on the communication path from the game microcomputer 111 to the payout control device 200. Data is transmitted from the game control device 100 to the performance control device 300 and the payout control device 200 via serial communication. This is a one-way communication system, preventing the performance control device 300 from inputting signals to the game control device 100.
[0115] Furthermore, the output unit 130 is configured to accommodate a buffer 133, which is connected to the data bus 140 and outputs data such as special symbol information for the variable display game and signals indicating the probability state of a jackpot to a test firing device of a certification body (not shown) via the relay board 70. The buffer 133 is a component that is not implemented in the game control device (main board) of a pachinko game machine that is installed in amusement parlors as an actual machine (mass-produced product). Note that detection signals of switches that do not require processing, such as the start switch output from the proximity I / F 121, are supplied to the test firing device via the relay board 70 without passing through the buffer 133.
[0116] On the other hand, detection signals that cannot be directly supplied to the test firing device, such as the magnetic sensor switch 61 and the radio wave sensor 62, are first taken up by the gaming microcontroller 111, processed into other signals or information, and then supplied to the test firing device via the data bus 140, buffer 133, and relay board 70 as, for example, an error signal indicating that the gaming machine is in a state where it cannot be controlled for gameplay.
[0117] The relay board 70 is also provided with ports that receive signals output from the buffer 133 and supply them to the test firing device, as well as connectors that relay and transmit the signal lines of switch detection signals that do not go through the buffer. The chip enable signal CE output from the gaming microcontroller 111 is also supplied to the ports on the relay board 70, and the signal of the port selected and controlled by the signal CE is supplied to the test firing device.
[0118] Furthermore, the output unit 130 is provided with a second output port 134 for outputting opening and closing data for a solenoid (ordinary solenoid) 37c connected to the data bus 140 that opens the ordinary variable prize winning device 37, a lower large prize winning solenoid 38b (large prize winning solenoid 1) that opens the first special variable prize winning device 38, an upper large prize winning solenoid 39b (large prize winning solenoid 2) that opens the second special variable prize winning device 39, and a lever solenoid 86b that operates the lever and opens a specific area 86.
[0119] Furthermore, the output unit 130 is provided with a third output port 135 for outputting on / off data of the segment lines to which the anode terminals of the LEDs are connected, according to the content to be displayed on the batch display device 50, and a fourth output port 136 for outputting on / off data of the digit lines to which the cathode terminals of the LEDs of the batch display device 50 are connected.
[0120] Furthermore, the output unit 130 is provided with a fifth output port 137 for outputting information related to the gaming machine 10, such as jackpot information, to an external information terminal 71. The external information terminal 71 is equipped with a photorelay and can be connected to an external device installed in a gaming parlor (such as an information collection terminal or an internal management device (hall computer)), allowing information related to the gaming machine 10 to be supplied to the external device. In addition, a launch permission signal is also output from the fifth output port 137 to the payout control device 200 via a Schmidt buffer 132.
[0121] Furthermore, the output unit 130 is provided with a first driver (drive circuit) 138a that receives opening / closing data signals from the general-purpose solenoid 37c and the large prize solenoids 38b and 39b output from the second output port 134, generates and outputs solenoid drive signals; a second driver 138b that outputs on / off drive signals for the segment lines on the current supply side of the integrated display device 50 output from the third output port 135; a third driver 138c that outputs on / off drive signals for the digit lines on the current draw side of the integrated display device 50 output from the fourth output port 136; and a fourth driver 138d that outputs external information signals to the external information terminal 71 for supply to external devices such as a management device from the fifth output port 137.
[0122] The first driver 138a is supplied with a DC 32V power supply from the power supply unit 400 so that it can drive a solenoid that operates at 32V. The second driver 138b, which drives the segment lines of the integrated display device 50, is supplied with DC 12V. The third driver 138c, which drives the digit lines, is used to draw current from the digit lines according to the display data, so the power supply voltage can be either 12V or 5V.
[0123] The second driver 138b, which outputs 12V, supplies current to the anode terminal of the LED via a segment wire, and the third driver 138c, which outputs ground potential, draws current from the cathode terminal via a digit wire, thereby supplying power voltage to the sequentially selected LEDs in a dynamic drive system and causing them to light up. The fourth driver 138d, which outputs an external information signal to the external information terminal 71, is supplied with DC 12V to give the external information signal a level of 12V. Note that the buffer 133, the second output port 134, the first driver 138a, etc., may be provided on the relay board 70 side rather than on the output section 130 of the game control device 100, i.e., on the main board.
[0124] Furthermore, the output unit 130 is equipped with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to communicate bidirectionally so that the gaming microcontroller 111 can send and receive data with the inspection device 500 via serial communication. Note that this data transmission and reception is performed using the serial communication terminals of the gaming microcontroller 111, just like a normal general-purpose microprocessor, so there are no ports such as input ports 122, 123, and 124.
[0125] Furthermore, the output unit 130 is provided with a driver 150 that receives serial data (control data, lighting pattern data, character code, etc.) output from the second output port 134 and drives the performance display device 152 (status display device). In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type if dot Dp is included) displays (LED lamps), and the driver 150 is an LED driver, but is not limited to this.
[0126] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in another location. For example, the performance display device 152 can display probability setting values, prize ratios, payout rates, and the number of balls dispensed.
[0127] Here, the number of balls dispensed is the number of game balls dispensed from the game area 32 (also called the number of balls that went out), and is the sum of the number of game balls that passed through the prize entry opening (number of prizes) and the number of game balls that passed through the out opening 30b. The number of balls dispensed can be obtained by counting the signals of the out ball detection switch 74, etc. In this embodiment, the prize entry openings include a general prize entry opening 35, a start prize entry opening 36 (first start prize entry opening, start opening 1), a normal variable prize entry device 37 (second start prize entry opening, start opening 2), and special variable prize entry devices 38, 39 (large prize entry openings).
[0128] The payout rate is the ratio (percentage) of the total number of prize balls to the number of balls dispensed (or launched), and is calculated as (number of balls acquired ÷ number of balls dispensed) × 100 (%). In other words, the payout rate is the number of balls acquired (total number of prize balls) per 100 balls dispensed.
[0129] For example, the prize ratio is the percentage (%) of the total number of prize balls obtained from entering the prize slots during a jackpot state (number of prize balls obtained by prize) out of the total number of prize balls obtained from entering the prize slots during a predetermined period (for example, from the power-on of the gaming machine 10 until the present) (= so-called consecutive prize ratio). The prize ratio may also be the percentage of the total number of prize balls obtained from entering the prize slots (during jackpot state and during minor jackpot state) (= big prize slot ratio), or the percentage of prize balls obtained from entering the big prize slot and the normal variable prize slot 37 (second start prize slot) (= commonly used so-called prize ratio (total prize ratio)).
[0130] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 is a block diagram of the performance control system of the gaming machine 10.
[0131] The performance control device 300 consists of a main control microcontroller (CPU) 311 made of an amusement chip (IC) similar to the game microcontroller 111, a VDP (Video Display Processor) 312 which acts as a graphics processor that performs image processing for displaying video on the display device 41 according to commands and data from the main control microcontroller 311, and various melodies and sound effects. It is equipped with a sound source LSI 314 that controls the output of sound in order to reproduce such sounds from speaker 19.
[0132] The main control microcontroller 311 is connected to a program ROM 321 consisting of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a work area, an FeRAM 323 that can retain its contents even when power is not supplied during a power outage, and an RTC (real-time clock) 338 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). In addition, the main control microcontroller 311 also has RAM inside that provides a work area.
[0133] Furthermore, a WDT (Watchdog Timer) circuit 324 is connected to the main control microcontroller 311. The main control microcontroller 311 analyzes commands from the game microcontroller 111, determines the display content and instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 on the playback sound, lights up decorative lamps, controls the drive of motors and solenoids, and manages the timing of the performances.
[0134] The VDP312 includes a RAM312a that provides a workspace and a scaler312b for scaling images. The VDP312 is also connected to an image ROM325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM)326 used to expand and process image data such as characters read from the image ROM325.
[0135] While not strictly limited, the main control microcontroller 311 and the VDP312 are configured to transmit and receive data in parallel. Transmitting data in parallel allows for faster transmission of commands and data compared to serial transmission.
[0136] The VDP312 inputs the vertical synchronization signal VSYNC, which synchronizes the video from the display device 41 with the illumination of decorative lamps on the glass frame 15 and the game board 30, and the synchronization signal STS, which indicates the timing of data transmission. In addition, the VDP312 also inputs interrupt signals INT0~n to indicate the processing status, such as the completion of drawing to VRAM, and the wait signal WAIT to indicate that it is waiting to receive commands or data from the main control microcontroller 311.
[0137] The performance control device 300 is equipped with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 using the LVDS (Low Amplitude Signal Transmission) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.
[0138] The sound source LSI 314 is connected to an audio ROM 327 that stores audio data. The main control microcontroller 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcontroller 311. The performance control device 300 is equipped with an amplifier circuit 337 consisting of an audio power amplifier that drives the upper speaker 19a located in the glass frame 15 and the lower speaker 19b located in the front frame 12. The audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.
[0139] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) 331 that receives commands transmitted from the game control device 100. Through the command I / F 331, the performance control device 300 receives commands such as the number of decorative symbols to be held, decorative symbols commands, variation commands, and stop information commands transmitted from the game control device 100 as performance control command signals (performance commands). Since the game control microcontroller 111 of the game control device 100 operates at DC 5V and the main control microcontroller 311 of the performance control device 300 operates at DC 3.3V, the command I / F 331 is equipped with a signal level conversion function.
[0140] Furthermore, the performance control device 300 includes a panel decoration LED control circuit 332 for driving and controlling a panel decoration device 46 having LEDs (light-emitting diodes) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 for driving and controlling a frame decoration device (e.g., frame decoration device 18, etc.) having LEDs (light-emitting diodes) provided on the glass frame 15, and a panel performance movable body control circuit 334 for driving and controlling a panel performance device 44 (e.g., a movable mechanism that works in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30 (including the center case 40). Note that the panel decoration device 46 may include the aforementioned lamp display device 80.
[0141] These control circuits 332-334, which drive and control lamps, motors, solenoids, etc., are connected to the main control microcontroller 311 via the address / data bus 340. A control circuit for movable frame elements, which drives and controls frame-setting devices such as motors provided in the glass frame 15, may also be included.
[0142] Furthermore, the performance control device 300 is equipped with a function to detect the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, the touch panel 25b provided on the surface of the performance button 25, and the performance mechanism switch 47 (performance motor switch) which detects the initial position of the motor in the panel performance device 44, and input a detection signal to the main control microcontroller 311. It is also equipped with a switch input circuit 336 which detects the state of the volume control switch 335 provided on the performance control device 300 and inputs a detection signal to the main control microcontroller 311.
[0143] The normal power supply unit 410 of the power supply unit 400 is configured to supply a desired level of DC voltage to the performance control device 300 having the above-described configuration and the electronic components controlled by it. In addition to DC32V for driving motors and solenoids, DC12V for driving the display device 41 consisting of a liquid crystal panel, motors and LEDs, and DC5V which is the power supply voltage for the command I / F 331, it is configured to generate DC15V for driving motors, LEDs and speakers.
[0144] Furthermore, if an LSI that operates at a low voltage such as 3.3V or 1.2V is used as the main control microcontroller 311, a DC-DC converter for generating DC3.3V or DC1.2V based on DC5V is provided in the performance control device 300. Note that the DC-DC converter may normally be provided in the power supply unit 410.
[0145] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is supplied to the main control microcontroller 311, which resets the device. The main control microcontroller 311 also outputs the VDP312 (VDPRESET signal), the sound source LSI314, the amplifier circuit 337 that drives the speaker (SNDRESET signal), and the control circuits 332-334 (IORESET signals) that drive and control lamps, motors, etc., which reset these as well. In addition, a cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is operated when the power to the performance control device 300 is turned on.
[0146] Next, the game control performed in these control circuits will be explained. The CPU 111a of the game microcomputer 111 of the game control device 100 extracts a random value for determining a win in the regular diagram based on the input of a game ball detection signal from the gate switch 34a provided in the regular diagram start gate 34, compares it with a determination value stored in the ROM 111b, and determines whether the regular diagram variation display game is a win or a loss.
[0147] Then, the regular diagram display unit 53 displays a regular diagram variation display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the regular diagram variation display game is a win, the regular diagram display unit 53 displays a special result pattern and operates the regular electric solenoid 37c to open the movable member 37b of the regular variation prize winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. In other words, the game control device 100 acts as a conversion control execution means that performs conversion control of the conversion member (movable member 37b). If the result of the regular diagram variation display game is a loss, the regular diagram display unit 53 displays a loss result pattern.
[0148] Furthermore, based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start prize port 36, the start prize (start memory) is stored, and based on the start memory, a random value for determining the jackpot of the special figure 1 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 1 variable display game is a win or a loss.
[0149] Furthermore, based on the input of the game ball detection signal from the start port 2 switch 37a provided in the normal variable prize winning device 37, a start memory is stored. Based on the start memory, a random value for determining the jackpot of the special figure 2 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss.
[0150] The CPU 111a of the game control device 100 then outputs a control signal (performance control command) to the performance control device 300, which includes the judgment result of the special figure 1 variation display game and the special figure 2 variation display game. The special figure 1 display 51 and the special figure 2 display 52 then display the special figure variation display game, which displays the identification symbol as it changes for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of the game ball flowing down the game area 32 into the starting prize area (first starting prize opening 36, normal variation prize device 37).
[0151] Furthermore, the performance control device 300 displays a decorative special symbol variation display game corresponding to the special symbol variation display game on the display device 41 based on a control signal from the game control device 100. In addition, the performance control device 300 performs processing such as setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various LEDs based on a control signal from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variation display game, etc.).
[0152] Then, if the result of the special symbol variation display game is a win, the CPU 111a of the game control device 100 displays a special result pattern on the special symbol 1 display 51 and the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the large prize slot solenoid 39b to open the opening door 39c of the special variation prize slot 39, thereby controlling the inflow of game balls into the large prize slot.
[0153] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the large prize slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the large prize slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2) in a cycle game. In other words, the game control device 100 acts as a large prize slot opening and closing control means that controls the opening and closing of the large prize slot when the stopping result pattern becomes a special result pattern. Furthermore, if the result of the special symbol variation display game is a loss, the game controls the game to display the loss pattern on the special symbol 1 display 51 and the special symbol 2 display 52.
[0154] Furthermore, the game control device 100 can generate a high-probability state as a game state after the end of the special game state, based on the result of the special symbol variation display game. The high-probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than in the normal probability state. Also, regardless of whether the high-probability state is generated based on the result of the special symbol variation display game 1 or the special symbol variation display game 2, both the special symbol variation display game 1 and the special symbol variation display game 2 will be in the high-probability state.
[0155] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state after the end of the special game state, based on the result of the special symbol variation display game. In the time-saving state, the control device may set the regular symbol variation display game and the regular variation prize device 37 to a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state where no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability state, the time-saving state is also set and regular power support is performed.
[0156] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.
[0157] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.
[0158] In the time-saving state, the time required to convert the normal variable prize winning device 37 to the open state is extended compared to normal by changing one or more of the following: normal variable variation time, normal variable stop time, normal electric opening count, normal electric opening time, and normal variable probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variable prize winning device 37 than in the normal game state where no special games are played, and the number of executions of the special variable display game per unit time can be increased compared to the normal game state. It is also possible to set multiple types of time-saving states in which different parameters are changed. Furthermore, the movable member 37b may be set not to open in the normal operation state (normal variable probability is 0). Furthermore, when a win occurs, either the first opening mode or the second opening mode may be selected. In this case, the selection probabilities of the first opening mode and the second opening mode may be different. In addition, the high probability state and the time-saving state can occur independently of each other, and it is possible to occur both simultaneously or only one of them.
[0159] [Transition state upon power-on] As mentioned above, the system transitions to one of four states (modes) depending on the on / off state of the RAM initialization switch 112 and the setting key switch 93 when the power is turned on.
[0160] When the power is turned on, if the RAM initialization switch 112 and the setting key switch 93 are turned on, the system transitions to a variable setting state (setting change state, configurable state, setting change mode) in which the probability setting value (setting value) can be changed (configurable) (see A1027-A1036 in Figure 5B and Figure 6B).
[0161] Next, if the setting key switch 93 is ON but the RAM initialization switch 112 is OFF when the power is turned on, the system transitions to a setting confirmation state (setting confirmation mode) where the probability setting value can be checked (see A1031-A1036 in Figure 5B and Figure 6B).
[0162] Furthermore, if the setting key switch 93 is off but the RAM initialization switch 112 is on when the power is turned on, the system will enter the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) will be executed to initialize RAM 111c (see A1042-1044 in Figure 5B).
[0163] If the setting key switch 93 and the RAM initialization switch 112 are off when the power is turned on, the system will transition to the normal power restoration state (normal power restoration mode) and will simply be powered back on.
[0164] [Control of the game control device] The following describes the control of a gaming machine that performs this type of game. First, the control performed by the gaming microcomputer (gaming microcontroller) 111 of the gaming control device 100 will be described. The control processing by the gaming microcontroller 111 mainly consists of the main processing shown in Figures 5A and 5B and the timer interrupt processing shown in Figure 9, which is performed at a predetermined time interval (for example, 4 msec).
[0165] [Main processing (game control device)] First, let's explain the main process. Figures 5A and 5B are flowcharts showing the procedure for the main process performed by the game control device 100. The main process begins when the power is turned on. In the flowchart of the process performed by the game control device 100, the step codes (numbers) are represented as "A****".
[0166] As shown in Figure 5A, when the game control device 100 starts the main processing, it first executes a process to disable interrupts (A1001). Furthermore, it executes a stack pointer setting process to set the stack pointer, which is the starting address of the area where values such as registers are saved when an interrupt occurs (A1002).
[0167] Next, register bank 0 is specified as the register bank to be used (A1003), and the upper address of the RAM starting address is set in the designated register (A1004). For example, if the RAM address is in the range of 0000h to 01FFh, 00h is set as the upper address.
[0168] Next, the game control device 100 outputs a launch prohibition signal and sets the launch permission signal to the prohibited state (A1005). The launch permission signal is set to the prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch prohibition signal, thereby prohibiting the launch of game balls. After that, the game control device 100 reads the state of the setting key switch 93 and the RAM initialization switch 112 (A1006). That is, it reads the signals from the setting key switch 93 and the RAM initialization switch 112.
[0169] Furthermore, the game control device 100 sets a power delay timer (A1007). By setting a predetermined initial value for the power delay timer, a waiting time (e.g., 3 seconds) is set to wait until the programs of the subordinate control devices (e.g., the payout control device 200 and the performance control device 300), which perform various controls according to instructions from the game control device 100, which constitutes the main control means, start up normally. This prevents the game control device 100 from starting up first when the power is turned on and sending commands to the subordinate control devices (e.g., the payout control device 200 and the performance control device 300) before they start up, thus preventing the subordinate control devices from missing commands. In other words, the game control device 100 acts as a waiting means that, when the power is turned on, delays the start of the main control means (game control device 100) and sets a predetermined waiting time to wait for the start of the subordinate control devices (payout control device 200, performance control device 300, etc.).
[0170] Furthermore, the power delay timer is timed using a memory area (such as a RAM area or register that is not subject to the RAM validity check (checksum calculation)). This prevents the power-on control from becoming complicated because it eliminates the need to exclude certain RAM areas when calculating check data such as the RAM area checksum.
[0171] Furthermore, by reading the state of the setting key switch 93 and the RAM initialization switch 112 before the standby time begins, the operation of the setting key switch 93 and the RAM initialization switch 112 can be reliably detected. In other words, if the state of the setting key switch 93 and the RAM initialization switch 112 were read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the setting key switch 93 and the RAM initialization switch 112, or to continuously operate the setting key switch 93 and the RAM initialization switch 112 from power-on until the standby time had elapsed. However, by reading the state before the standby time begins, it is possible to prevent situations where the operation of the setting key switch 93 and the RAM initialization switch 112 performed at power-on is not accepted, without having to perform such cumbersome operations.
[0172] When the power delay timer is set (A1007), the game control device 100 performs the process of timing the standby time and monitoring for the occurrence of a power outage during the standby time (A1008 to A1010).
[0173] When the power outage monitoring process is initiated, the game control device 100 first determines whether or not a power outage has occurred by reading the power outage monitoring signal input from the power supply device 400 via the port and data bus (A1008). If a power outage has occurred (the result of A1008 is "Y"), it waits until the power to the game machine is shut off.
[0174] If no power outage has occurred (result of A1008 is "N"), the game control device 100 updates the power-on delay timer by -1 (A1009) and determines whether the timer value is 0 or not (A1010). If the timer value is not 0 (result of A1010 is "N"), that is, if the waiting time has not ended, the process returns to step A1008.
[0175] In other words, the game control device 100 acts as a power outage monitoring means, which monitors for power outages during a predetermined standby period. This makes it possible to respond to power outages that occur during the period when the startup of the game control device 100, which acts as the main control means, is delayed, and to appropriately deal with malfunctions at the time of power-on. Furthermore, since access to RAM is not permitted until the end of the standby period, and the contents of the memory from the previous power outage are retained, there is no need to perform backup processing in the event of a power outage at this time. Therefore, even if a power outage occurs during the standby period, there is no need to back up the RAM, and the control burden can be reduced.
[0176] On the other hand, if the timer value is 0 (the result of A1010 is "Y"), that is, if the waiting time has ended, the game control device 100 allows access to read / write RWM (read / write memory) such as RAM or EEPROM (A1011) and outputs off data to all output ports (setting them to a state with no output) (A1012).
[0177] Next, the game control device 100 sets up a serial port (a port pre-installed on the game microcontroller 111, which in this embodiment is used for communication with the performance control device 300 and the payout control device 200) (A1013).
[0178] Furthermore, the driver 150 that drives the performance display device 152 (status display device) may be initialized at this point. The game control device 100 writes a command containing control data corresponding to the initial settings to the transmit buffer of the second output port 134 (serial communication circuit) and sends it to the driver 150. For example, the game control device 100 sets the duty cycle in the initial settings. The duty cycle corresponds to the brightness of each LED (each segment) of the performance display device 152. The game control device 100 also sets the number of digits used by the performance display device 152 in the initial settings. In this embodiment, the number of digits used is 4.
[0179] Next, the game control device 100 activates a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the game microcontroller 111 (clock generator) (A1014). The CTC circuit is provided in the clock generator of the game microcontroller 111. The clock generator includes a frequency divider circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds) and a CTC signal that gives the CPU 111a a trigger for random number updates to be supplied to the random number generation circuit, based on the divided signal.
[0180] Next, the game control device 100 sets a RAM error flag (A1015) indicating an abnormality in the RAM (in this case, RAM111c). Here, an error assumption flag is temporarily set in a predetermined register.
[0181] Next, the game control device 100 determines whether the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data (A1016). If it is normal (the result of A1016 is "Y"), it determines whether the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data (A1017).
[0182] Furthermore, if the value in the power outage test area 2 is normal (result of A1017 is "Y"), the game control device 100 performs a checksum calculation process to calculate a checksum of a predetermined area in the RWM (for example, the game control work area) (A1018), and determines whether the calculated checksum matches the checksum at the time of power outage (A1019). If the checksums match (result of A1019 is "Y"), the RAM is normal, and the RAM abnormality flag indicating a RAM abnormality is cleared (A1020). After that, the process proceeds to step A1021.
[0183] Furthermore, if the game control device 100 determines that the check data in the power outage inspection area is not normal data (the result of A1016 is "N", or the result of A1017 is "N"), or if the checksums do not match (the result of A1019 is "N"), it proceeds to the processing of step A1021 without clearing the RAM abnormality flag.
[0184] Next, the game control device 100 determines whether both the setting key switch 93 and the RAM initialization switch 112 are on (A1021). If both switches are on (the result of A1021 is "Y"), the game control device 100 transitions to the variable setting state (setting change mode) and executes the probability setting change process in steps A1027-A1037.
[0185] If at least one of the setting key switch 93 and the RAM initialization switch 112 is off (result of A1021 is "N"), the game control device 100 determines whether a RAM abnormality flag indicating a RAM (in this case, RAM 111c) abnormality is set (A1022). If the RAM abnormality flag is not set (result of A1022 is "N"), it determines whether the probability setting change in progress flag is set (A1023). If the probability setting change in progress flag is not set (result of A1023 is "N"), it executes the probability setting confirmation process in steps A1031-A1037 (during setting confirmation state, during setting confirmation mode), the RAM initialization process (RAM clear process) in steps A1041-1044, or the normal power-on (power-recovery) process in steps A1041, A1045, and A1046.
[0186] If the probability setting change flag is set (result of A1023 is "Y"), the game control device 100 sends a main abnormality error notification command to the performance control device 300 to notify that there is an abnormality in the game control device 100 (main board, main circuit board) (A1024). Upon receiving the main abnormality error notification command, the performance control device 300 notifies that there is an abnormality in the game control device 100.
[0187] Next, the game control device 100 outputs the 7-segment display data (data for the "E1" error display) at the time the game stops to the driver 150 of the performance display device 152 in order to display it on the performance display device 152 (A1025). Then, it outputs the ON data of the security signal to the external information terminal 71 to notify external devices (such as the internal management device (hall computer) of the abnormality) (A1026). At this point, even if information related to a jackpot remains in the RAM 111c, other signals to the external information terminal 71, such as the jackpot signal, are kept in the OFF state. After that, the process of steps A1025 and A1026 is repeated and the device waits, and then the setting change operation (turning on both the setting key switch 93 and the RAM initialization switch 112) is performed again and the device waits for the power to be turned on. Furthermore, while the process in steps A1025 and A1026 is repeated and the system is waiting, interrupts remain disabled (A1001), and since the timer interrupt process (Figure 7) that allows the execution of special figure 1 and 2 game processing and normal figure game processing cannot be executed, the game (special figure variation display game, normal figure variation display game) cannot be played.
[0188] In this manner, if the probability setting change flag is set even though no setting change operation (turning on both the setting key switch 93 and the RAM initialization switch 112) has been performed, an abnormality is detected and the processes A1024-A1026 are executed. For example, if the power is turned off and the system restarts while the probability setting change is in progress (before the setting change is completed), the probability setting change flag may be set even though no setting change operation has been performed.
[0189] On the other hand, even if the RAM abnormality flag is set (result of A1022 is "Y"), the game control device 100 sends a main abnormality error notification command to the performance control device 300 to notify that there is an abnormality in the game control device 100 (main board) (A1024), outputs the 7-segment display data at the time of game stoppage (data for the "E1" error display) to the driver 150 of the performance display device 152 (A1025), and outputs the ON data of the security signal to the external information terminal 71 to notify external devices of the RAM abnormality (A1026). As described above, even if information related to a jackpot remains in RAM 111c, other signals to the external information terminal 71, such as the jackpot signal, are kept in the OFF state. After that, the process of steps A1025 and A1026 is repeated and the device waits.
[0190] If both the setting key switch 93 and the RAM initialization switch 112 are ON (result of A1021 is "Y"), the game control device 100 starts the process of changing the probability setting (setting variable state) and first determines whether the RAM abnormality flag is set (A1027). If the RAM abnormality flag is set (result of A1027 is "Y"), since it is unclear whether the probability setting value is correct, the probability setting value stored in the probability setting value area of RAM 111c is cleared to an initial value (for example, the minimum setting value "1") (A1028), and then the probability setting change flag is set to indicate that the probability setting is being changed (A1029). If the RAM abnormality flag is not set (result of A1027 is "N"), the probability setting change flag is set without clearing the probability setting value (A1029). Next, the probability setting change command is sent to the performance control device 300 (performance control board) (A1030), and the process proceeds to step A1034. Furthermore, when the performance control device 300 receives a command indicating that the probability settings are being changed, it will notify the user via the display device 41 or other means that the probability settings are being changed.
[0191] The game control device 100 determines whether the setting key switch 93 is on (A1031) if at least one of the setting key switch 93 and the RAM initialization switch 112 is off (result of A1021 is "N"), the RAM abnormality flag is not set (result of A1022 is "N"), and the probability setting change flag is not set (result of A1023 is "N"). If the setting key switch 93 is on (result of A1031 is "Y"), the RAM initialization switch 112 is off, the probability setting confirmation process (setting confirmation state) starts, and the probability setting confirmation flag is set to indicate that the probability setting is being confirmed (A1032). Then, the probability setting confirmation command is sent to the performance control device 300 (performance control board) (A1033), and the process proceeds to step A1034. The performance control device 300, upon receiving the probability setting change command, notifies the display device 41 or the like that the probability setting is being confirmed.
[0192] After step A1030 or step A1033, the game control device 100 executes the processes from step A1034 to A1040 as common processes for both probability setting changes and probability setting confirmations.
[0193] The game control device 100 first saves 128ms (a predetermined time) in the security signal control timer area in order to output a security signal during probability setting change and probability setting confirmation (A1034). The count of the security signal control timer and the output of the security signal are performed in the probability setting change / confirmation process (Figure 6B) described later, but the probability setting If the probability setting change or probability setting confirmation is completed early, the remaining security signal control timer count and security signal output are handled by the external information editing process (A1321). During probability setting changes and probability setting confirmations, the security signal is output for at least 50ms.
[0194] Next, the game control device 100 permits interrupts (A1035). As a result, timer interrupt processing (Fig. 7) becomes executable. Then, it determines whether the setting key switch 93 is off (A1036). If the setting key switch 93 is on (the result of A1036 is "N"), it determines whether a power failure has occurred (A1037). If no power failure has occurred (the result of A1037 is "N"), the process returns to the process of step A1036. On the other hand, if a power failure has occurred (the result of A1037 is "Y"), it executes the processing at the time of power failure in steps A1055 - A1061.
[0195] In this way, as long as the setting key switch 93 is on and no power failure has occurred, the setting variable state (setting change state, setting change mode) in which the probability setting value can be changed or the setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed continues.
[0196] On the other hand, when the setting key switch 93 is off (the result of A1036 is "Y"), the game control device 100 prohibits interrupts (A1038) and transmits a command for ending notification to the effect control device 300 (effect control board) (A1039). The effect control device 300 that has received the command for ending notification ends the notification that the probability setting is being confirmed or the notification that the probability setting is being changed.
[0197] Next, the game control device 100 determines whether the probability setting change flag is set, that is, whether the probability setting has been changed so far (A1040). If the probability setting change flag is set (the result of A1040 is "Y"), that is, if the probability setting has been changed so far, it executes the RAM initialization processing (described later) in steps A1042 - A1044. On the other hand, if the probability setting change flag is not set (the result of A1040 is "N"), that is, if the probability setting has been confirmed so far, it executes the normal processing at the time of power-on (power recovery) after step A1045.
[0198] The game control device 100 determines whether the RAM initialization switch 112 is on or off (A1041) if the setting key switch 93 is off (result of A1031 is "N"). If the RAM initialization switch 112 is on (result of A1041 is "Y"), the RAM area of RAM 111c other than the probability setting value area for storing the probability setting value is cleared to 0 (A1042). That is, the game information stored in RAM 111c is cleared to 0, except for the probability setting value stored in the probability setting value area. Furthermore, the aforementioned probability setting change flag is also cleared here. In addition, it is also possible to configure the system not to clear the stack area or unused area in addition to the probability setting value area, or not to clear the work area related to performance information and its display (performance display), or the stack area. The performance information is derived based on the number of prize balls obtained by winning, and includes, for example, the payout rate, base value (payout rate in normal game state), prize ratio, and number of balls dispensed.
[0199] Next, the game control device 100 saves the initial values for RAM initialization in the area to be initialized (A1043). Then, it sends the RAM initialization command to the performance control device 300 (performance control board) (A1044) and proceeds to step A1047.
[0200] On the other hand, if the RAM initialization switch 112 is off (result of A1041 is "N"), the game control device 100 starts the normal power-on (power restoration) process and executes the power outage recovery process (A1045) because both the setting key switch 93 and the RAM initialization switch 112 are off. For example, it saves the initial values for power outage recovery (power restoration) in the area to be initialized. The aforementioned probability setting confirmation flag is also cleared here. Next, it sends a power outage recovery command corresponding to the processing number prepared to rationally execute the special feature game processing described later to the performance control device 300 (performance control board) (A1046), and proceeds to the process in step A1047.
[0201] Furthermore, the commands sent during RAM initialization in step A1044 and the commands sent during power restoration in step A1046 include a machine specification command indicating the type of gaming machine, a special feature 1 retention count command and a special feature 2 retention count command indicating the number of special features 1 and 2 in reserve, a probability information command indicating the probability state (high probability state or low probability state) and whether or not there is a time-saving state, an effect count information command indicating the number of times the special feature variation display game has been executed in a predetermined effect mode, and a power restoration command indicating that the power has been turned on.
[0202] Furthermore, the commands used during RAM initialization and power restoration include a setting value information command (probability setting value information command) that indicates the setting value information (setting information), which is information about the probability setting value (setting value) of the gaming machine 10. The gaming control device 100 only needs to send the setting value information command to the performance control device 300 once when power is restored (turned on), and thereafter the performance control device 300 can perform performance control by referring to the setting value information it has stored.
[0203] The commands used during RAM initialization also include a RAM initialization command (RAM clear command). Upon receiving the RAM initialization command, the performance control device 300 displays a customer waiting demo on the display device 41, for example, and announces the RAM initialization (RAM clear) for 30 seconds using LEDs on the panel decoration device 46 and sound from the speaker. The commands used when power is restored after a power outage also include a screen specification command that specifies the content to be displayed on the screen of the display device 41. The screen specification command for both Special Feature 1 and 2 is a customer waiting demo command during normal processing (when neither in a variation nor a win), and a recovery screen command otherwise.
[0204] After step A1044 or step A1046, the game control device 100 activates the random number generation circuit (A1047). Specifically, the CPU 111a sets a code (specified value) to activate the random number generation circuit in a predetermined register (CTC update enable register) within the random number generation circuit. The bit transposition pattern of the hardware random numbers (in this case, jackpot random numbers) generated by the hardware of the random number generation circuit is also set.
[0205] A bit transposition pattern is a pattern that defines how to swap the bit configuration of an extracted random number (the configuration before bit transposition in the upper row) in a predetermined order and store it as a different bit configuration (the configuration after bit transposition in the lower row).
[0206] In this embodiment, by swapping the bits of a random number according to a bit transposition pattern, the regularity of the random number can be disrupted, and the confidentiality of the random number can be enhanced. The bit transposition pattern may be a single fixed pattern, or it may be selected from a set of pre-prepared patterns. Alternatively, it may be set arbitrarily by the user.
[0207] Subsequently, the game control device 100 extracts the values of predetermined registers (soft random number registers 1 to n) in the random number generation circuit when the power is turned on, saves them in a predetermined area of the RWM as start values for various initial random numbers (initial values of the random numbers for determining the jackpot symbols (initial random numbers for jackpot symbols), initial values of the random numbers for determining the minor jackpot symbols (initial random numbers for minor jackpot symbols), initial values of the random numbers for determining the time-saving symbols (initial random numbers for support jackpot symbols), initial values of the random numbers for determining the wins of the regular symbols (initial random numbers for wins), initial values of the random numbers for the fall-out lottery used in the fall-out lottery (initial random numbers for fall-out lottery), etc.) (A1048), and enables interrupts (A1049). In the random number generation circuit within the CPU 111a used in this embodiment, the initial value of the software random number register changes each time the power is turned on. By using this value as the starting value (initial value) for various initial random numbers, the regularity of the random numbers generated by the software can be disrupted, making it difficult for players to obtain fraudulent random numbers.
[0208] Next, the game control device 100 performs an initial random number update process to update the values of various initial random numbers and break the regularity of the random numbers (A1050). Although not particularly limited, in this embodiment, the jackpot random number, winning symbol random number (jackpot symbol random number, minor win symbol random number, support win symbol random number), winning random number, and fall-out lottery random number are configured to be generated using random numbers generated in the random number generation circuit. However, the jackpot random number is a so-called "high-speed counter" that is updated based on a clock with a speed equal to or greater than the CPU's operating clock, while the winning symbol random number, winning random number, and fall-out lottery random number are "low-speed counters" that are updated based on a CTC output (a different CTC (CTC2) from the timer interrupt processing CTC (CTC0) of the timer interrupt processing) that has the same period as the timer interrupt processing which is the processing unit of the program.
[0209] Furthermore, for the winning random number, winning symbol random number, and fall-out lottery random number, a so-called "initial value change method" is employed, in which the starting value is changed using each initial value random number (generated by software) after each cycle of random numbers. Note that each of the aforementioned random numbers may be updated using a counter-type update of +1 or 1, or it may be updated using a random-type update in which all values within the range appear randomly without repetition until a cycle is completed. In other words, the jackpot random number is a random number updated only by hardware, while the winning symbol random number, winning random number, and fall-out lottery random number are random numbers updated by both hardware and software.
[0210] Next, the game control device 100 disables interrupts (A1051) and executes a performance display editing process to edit performance information and its display (performance display) (A1052). Here, performance information (such as the ratio of winning combinations and the payout rate) may be calculated. Also, if the RAM abnormality flag is set in the register, the work area and stack area related to the performance information and its display (performance display) may be cleared (if they were not cleared in step A1042). After that, interrupts are enabled (A1053). This makes the timer interrupt processing (Figure 7) executable.
[0211] Next, the game control device 100 determines whether or not a power outage has occurred (A1054). If no power outage has occurred (the result of A1054 is "N"), the process returns to step A1050. Thus, the process from steps A1050 to A1054 is repeated until a power outage occurs.
[0212] If a power outage occurs (result of A1054 is "Y"), the game control device 100 starts processing for power outages, temporarily disables interrupts (A1055), and outputs off data to all output ports (1056). Then, it saves power outage inspection area check data 1 to power outage inspection area 1 (A1057) and power outage inspection area check data 2 to power outage inspection area 2 (A1058). Furthermore, it executes a checksum calculation process to calculate the checksum when the RWM power is cut off (A1059), and then saves the calculated checksum (A1060). Finally, it executes a process to disable access to the RWM (A1061) and waits until the power to the game machine is cut off.
[0213] In this way, by saving check data in the power outage test area and calculating a checksum at the time of power cut-off, it is possible to determine whether the information stored in the RWM before the power cut-off has been properly backed up when the power is restored.
[0214] [Timer interrupt handling] Next, we will explain timer interrupt processing. Figure 6A is a flowchart showing the procedure for timer interrupt processing (interrupt processing program). Timer interrupt processing is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111a. When a timer interrupt occurs in the gaming microcontroller 111, timer interrupt processing is started.
[0215] When timer interrupt processing begins, the game control device 100 first specifies register bank 1 as the register bank to be used (A1301) and sets the higher address of the RAM start address in a predetermined register (A1302). Switching from register bank 0, which is used in the main process, to register bank 1 at the start of timer interrupt processing is equivalent to saving the registers used in the main process. When timer interrupt processing begins, the system automatically enters an interrupt-disabled state.
[0216] Next, the game control device 100 performs input processing to read inputs and signals from various sensors and switches, that is, to read the state of each input port (A1303). Next, it determines whether the probability setting is being changed or checked based on the probability setting change flag and the probability setting confirmation flag (A1304). If the probability setting is being changed or checked (the result of A1304 is "Y"), it performs probability setting change / confirmation processing to change or confirm the probability setting value (A1305).
[0217] When the game control device 100 is neither changing the probability setting nor checking the probability setting (the result of A1304 is "N"), it executes output processing to control the drive of actuators such as solenoids (e.g., the large prize slot solenoid 39b) and LEDs (light emission control) based on the output data set in various processes (A1306). If a firing prohibition signal is output in step A1005 of the main process, this output processing will output a firing permission signal, making it possible to set the firing permission signal to the permission state.
[0218] Next, the game control device 100 executes payout command transmission processing (A1307) to output the commands set in the transmission buffer in various processes to the payout control device 200, and further executes random number update processing 1 (A1308) for updating winning symbol random numbers, winning random numbers, etc. in software, and random number update processing 2 (A1309) for updating variable pattern random numbers 1 to 3. Thereafter, it executes winning port switch / state monitoring processing (A1310) for monitoring whether normal signals are input from the start port 1 switch 36a, start port 2 switch 37a, winning port switch 35a, and big winning port switch 39a, and monitoring for errors (such as whether the front frame and glass frame are not open).
[0219] Next, the game control device 100 determines whether abnormal discharge of game balls is occurring at the big winning port (AFurthermore, the game control device 100 performs a magnet fraud monitoring process to check the detection signal from the magnetic sensor switch 61 and determine whether or not there is an abnormality (A1315). Furthermore, it performs a radio wave fraud monitoring process (game board radio wave fraud monitoring process) to check the detection signal from the radio wave sensor 62 of the game board and determine whether or not there is an abnormality (A1316).
[0223] Subsequently, the game control device 100 performs vibration fraud monitoring based on input from the vibration sensor 65 to monitor for fraudulent activity caused by vibration (A1317). Next, it performs abnormal discharge monitoring to monitor for abnormal discharge from the big prize opening (A1318). In the abnormal discharge monitoring process, based on input from the big prize opening switch 39a, the specific area switch 72 (V prize opening switch), and the remaining ball discharge switch 73 of the special variable prize opening device 39, it monitors for abnormal discharge from the special variable prize opening device 39, and sets an abnormal discharge flag if abnormal discharge occurs. Game balls that pass through the big prize opening switch 39a of the special variable prize opening device 39 are discharged by passing through the specific area switch 72 (V prize opening switch) or the remaining ball discharge switch 73.
[0224] Next, the game control device 100 performs external information editing processing to set signals to be output to various external devices into the output buffer (A1319). Then, it performs performance display monitor control processing to control the display on the performance display device 152 (A1320). After that, it terminates the timer interrupt processing.
[0225] While the configuration is designed to automatically restore the interrupt-disabled state and register bank designation upon return from timer interrupt handling, depending on the CPU used, it may be necessary to enable interrupts and reset the register bank designation to register bank 0 after the external information editing process.
[0226] [Probability setting change / confirmation process] Next, we will explain the details of the probability setting change / confirmation process (A1305) in timer interrupt processing. Figure 6B is a flowchart showing the procedure for the probability setting change / confirmation process. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed.
[0227] The game control device 100 first determines whether the probability setting value is within the normal range (A2401). The probability setting value at this stage is stored in the probability setting value area of RAM 111c.
[0228] If the probability setting value is within the normal range (result of A2401 is "Y"), the game control device 100 sets the probability setting value display data corresponding to the probability setting value (A2402) and outputs it to the performance display device 152 via the driver 150 (A2404). If the probability setting value is not within the normal range (result of A2401 is "N"), it sets the off data as the probability setting value display data (A2403) and outputs it to the performance display device 152 via the driver 150 (A2404).
[0229] Here, the probability setting value display data is the data for the display of probability setting values shown on the performance display device 152, and is stored in the probability setting value display data area. In order to prevent confusion among hall staff and others, if the probability setting values are different but the jackpot probability (and minor win probability) is the same, the display probability setting values may be associated with the jackpot probability (and minor win probability) and be made the same. In other words, the same display probability setting value may mean the same jackpot probability (and minor win probability).
[0230] Next, the game control device 100 updates the security signal control timer by -1 if it is not 0 (A2405). The security signal control timer is 128ms (a predetermined time) as set in step A1034. Subsequently, it outputs ON data for the security signal to the external information terminal 71 to notify an external device (such as the game hall internal management device (hall computer)) of the abnormality (A1026). At this point, other signals to the external information terminal 71, such as the jackpot signal, are kept in the OFF state.
[0231] Subsequently, the game control device 100 determines whether the probability setting change flag is set (A2407). If the probability setting change flag is not set (the result of A2407 is "N"), that is, if the probability setting is being checked, the probability setting change / check process ends without taking any further action.
[0232] The game control device 100 determines whether it is the first timer interrupt process after power-on if the probability setting change flag is set (result of A2407 is "Y"), that is, if the probability setting is being changed (A2408). If it is the first timer interrupt process after power-on (result of A2408 is "Y"), the probability setting change / confirmation process is terminated. This is to prevent the probability setting value from being updated unintentionally if the RAM initialization switch 112 is held down.
[0233] If it is not the first timer interrupt process after power-on (result of A2408 is "N"), the game control device 100 determines whether or not there is input to the RAM initialization switch 112 (A2409). If there is no input to the RAM initialization switch (result of A2409 is "N"), the probability setting change / confirmation process is terminated.
[0234] When the RAM initialization switch 112 is input (result of A2409 is "Y"), the game control device 100 updates the working setting value in the working setting value area (in RAM 111c or register) by +1 within the range of 0 to 5, and also updates the probability setting values 1 to 6 in the probability setting value area by +1 corresponding to the working setting value (A2410). As a result, each time the RAM initialization switch 112 is operated, the probability setting value in the probability setting value area is updated by 1. After that, the probability setting change / confirmation process is terminated. Note that when entering setting change mode, the working setting value area (in RAM 111c or register) where the working setting value is stored may store a value corresponding to the probability setting value read from the probability setting value area (a value obtained by subtracting 1 from the probability setting value).
[0235] In the above, the probability setting value in the probability setting value area is directly updated each time the RAM initialization switch 112 is operated in response to the update of the working setting value. However, it is also possible to store the probability setting value being changed (working setting value) in the working setting value area of RAM 111c, and only when the setting key switch 93 is turned off and the setting change operation is completed (result of A1036 is "Y"), the value corresponding to the working setting value in the working setting value area is stored in the probability setting value area for the first time. In this way, if a power outage occurs during setting changes (result of A1037 is "Y"), it is possible to prevent the probability setting value used for game control and performance control (probability setting value stored in the probability setting value area) from being changed to an unintended value.
[0236] [Special Picture Game Processing] Next, we will explain the details of the special feature game processing (A1312a) in the timer interrupt processing mentioned above. Figure 7 is a flowchart showing the procedure for the special feature game processing. In the special feature game processing, the inputs of the start port 1 switch 36a and the start port 2 switch 37a are monitored, the entire process related to the special feature variation display game is controlled, and the display of the special feature is set.
[0237] The game control device 100 first performs a start-out switch monitoring process (A2600) to monitor the entry of a game ball into the start-out switch 1 36a and the start-out switch 2 37a. In the start-out switch monitoring process, when a game ball enters the start-out entry 36 and the normal variable entry device 37 which constitute the second start-out entry, various random numbers (such as a jackpot random number) are extracted, and a pre-determination of the game result based on the entry is performed to determine the game result in advance before the start of the special symbol variable display game based on the entry. Details of the start-out switch monitoring process will be described later.
[0238] Next, the system executes a specific area switch monitoring process (A2601) to monitor when a game ball enters the specific area 86 (V prize slot). Details of the specific area switch monitoring process will be described later.
[0239] Next, the game control device 100 performs upper large prize slot switch monitoring processing (A2602). In upper large prize slot switch monitoring processing, the detection of game balls by the count switch 39a provided in the special variable prize slot device 39 is monitored.
[0240] Next, the game control device 100 updates the special feature game processing timer by -1 (deducts 1) if it is not 0 (A2603). The special feature game processing timer will now be timed for the interrupt period of the timer interrupt processing (4 msec) after the -1 update. The minimum value of the special feature game processing timer is set to 0. Next, it is determined whether the special feature game processing timer is 0 or not (A2604). If the special feature game processing timer is not 0 (the result of A2604 is "N"), the process proceeds to step A2619.
[0241] If the special feature game processing timer is 0 (the result of A2604 is "Y"), that is, if time has run out or has already run out, the game control device 100 sets a special feature game sequence branch table in a register to be referenced in order to branch to the processing corresponding to the special feature game processing number (A2605). Furthermore, it uses the special feature game sequence branch table to obtain the branch destination address of the processing corresponding to the special feature game processing number (A2606). Subsequently, it makes a subroutine call using the special feature game processing number to execute the game branch processing according to the special feature game processing number (A2607).
[0242] If the game processing number in step A2607 is "0", the game control device 100 monitors the start of the special feature variation display game and executes the special feature normal processing (A2608), which includes setting the start of the special feature variation display game, setting the effects, and setting the information necessary for processing during the special feature variation. Details of the special feature normal processing will be described later.
[0243] If the game processing number in step A2607 is "1", the game control device 100 executes special symbol variation processing, which includes setting the stop display time for the special symbol and setting information necessary for processing while the special symbol is displayed (A2609). For example, in the special symbol variation processing, necessary information such as the symbol stop command indicating the stop of the special symbol and the stop display time corresponding to the stopped symbol pattern is set, and the processing number related to the special symbol display processing is set to "2" and saved in the special symbol game processing number area.
[0244] If the game processing number in step A2607 is "2", the game control device 100 executes special symbol display processing (A2610), which involves setting information necessary to transition to a big win state or a small win state. For example, in the special symbol display processing, if the result of the special symbol variation display game is a big win, the condition device operation information indicating that the condition device is operating is set in the condition device operation information area, the processing number related to the normal special symbol processing is set to "0", and it is saved in the special symbol game processing number area. If the result of the special symbol variation display game is a small win, necessary information such as the small win fanfare command and the time before small win opening is set, the processing number related to the pre-small win opening processing is set to "3", and it is saved in the special symbol game processing number area. If the result of the special symbol variation display game is a miss, the processing number related to the normal special symbol processing is set to "0", and it is saved in the special symbol game processing number area.
[0245] If the game processing number in step A2607 is "3", the game control device 100 executes pre-minor win opening processing (A2611). For example, in the pre-minor win opening processing, the opening time of the large prize slot due to the minor win (minor win opening time, e.g., 1.6 seconds) is saved in the special feature game processing timer area, ON data is saved in the upper large prize slot solenoid output data area, the minor win opening command is set as a performance command, and the processing number "4" related to the minor win opening processing is set and saved in the special feature game processing number area.
[0246] If the game processing number in step A2607 is "4", the game control device 100 executes the minor win opening process (A2612). For example, in the minor win opening process, the minor win remaining ball processing time (e.g., 3.0 seconds) is saved in the special feature game processing timer area, and the processing number "5" related to the minor win remaining ball processing is set and saved in the special feature game processing number area.
[0247] If the game processing number in step A2607 is "5", the game control device 100 executes the processing of remaining balls for minor wins (A2613). For example, in the processing of remaining balls for minor wins, the processing number "0" related to the normal processing of special symbols is set and saved in the special symbol game processing number area.
[0248] When processing based on the special feature game processing number is completed, the game control device 100 prepares a special feature 1 variation control table for controlling the variation of the special feature 1 display 51 (A2614), and then executes the symbol variation control processing related to the special feature 1 display 51 (A2615). Then, after preparing a special feature 2 variation control table for controlling the variation of the special feature 2 display 52 (A2616), it executes the symbol variation control processing related to the special feature 2 display 52 (A2617). Next, it executes lever solenoid control processing (A2618) to control the opening operation of the lever solenoid 86b so that it opens during a minor win, and then terminates the special feature game processing.
[0249] [Starting port switch monitoring process] Next, we will explain the details of the start switch monitoring process (A2600) in the special feature game processing. Figure 8 is a flowchart showing the procedure for the start switch monitoring process.
[0250] The game control device 100 first prepares a prize entry monitoring table for the starting prize entry 36 (starting entry 1) (A2701), executes a hardware random number acquisition process (A2702), and determines whether or not there is a prize entry into the starting prize entry 36 (A2703). If there is no prize entry into the starting prize entry 36 (the result of A2703 is "N"), it executes the process from step A2709 onwards. On the other hand, if there is a prize entry into the starting prize entry 36 (the result of A2703 is "Y"), it determines whether or not the game state is one in which the ball is shot to the right (A2704).
[0251] If the game control device 100 determines that the game is not in a state where the player should be shooting to the right (the result of A2704 is "N"), it executes the processing from step A2707 onwards. On the other hand, if the game is in a state where the player should be shooting to the right (the result of A2704 is "Y"), it prepares a right-shooting instruction notification command as a performance command (A2705) and executes the performance command setting process (A2706). In the performance command setting process, the performance command is written to the serial transmission buffer and sent to the performance control device 300.
[0252] In other words, if the system is in normal power support mode (time-saving mode), regardless of the probability state of the variable display game (high probability state / low probability state), a right-shoot instruction notification command is prepared and the performance command setting process is executed. In this embodiment, left-shooting makes it easier to win a prize in the starting prize slot 36, and right-shooting is required to win a prize in the normal variable prize slot 37. Also, the game ball will not pass through the normal display starting gate 34 unless shot to the right. Therefore, in normal power support mode (time-saving mode), right-shooting is more advantageous than left-shooting. However, if a prize is won in the starting prize slot 36 during normal power support mode (i.e., left-shooting occurs during normal power support mode), a right-shoot instruction notification command is sent to the performance control device 300, and the performance control device 300 displays a notification (warning) instructing the player to shoot to the right via a right-shoot instruction display on the display device 41, etc.
[0253] Next, the game control device 100 prepares a table to set the information of the hold by the start prize entry 36 (start entry 1) (A2707), and then executes the special feature start entry switch common processing (A2708). Then, it prepares a prize entry monitoring table for the second start prize entry (normal variable prize entry device 37) (A2709), executes the hardware random number acquisition processing (A2710), and determines whether or not there is a prize in the second start prize entry (A2711). If there is no prize in the second start prize entry (the result of A2711 is "N"), the start entry switch monitoring processing is terminated.
[0254] On the other hand, if there is a winning entry into the second starting winning entry (the result of A2711 is "Y"), the game control device 100 determines whether the ordinary electric mechanism (ordinary variable winning device 37) is in operation, that is, whether the ordinary variable winning device 37 is in operation and in an open state that allows game balls to enter (A2712). If the ordinary electric mechanism is in operation (the result of A2712 is "Y"), the process proceeds to step A2714.
[0255] On the other hand, if the normal electric mechanism is not operating (result of A2712 is "N"), the game control device 100 determines whether a normal electric mechanism malfunction is occurring (A2713). It determines that a normal electric mechanism malfunction is occurring if the number of malfunctions entering the normal variable prize winning device 37 is equal to or greater than the number of malfunctions determined (for example, 5). The normal variable prize winning device 37 cannot accept game balls when it is closed, and can only accept game balls when it is open. Therefore, if a game ball enters when it is closed, it means that some kind of abnormality or malfunction has occurred, and if there are game balls that enter when it is closed, that number is counted as the number of malfunctions. Then, it determines that a malfunction is occurring if the number of malfunctions determined in this way is equal to or greater than the predetermined number of malfunctions determined (upper limit).
[0256] If the game control device 100 is not experiencing a normal power malfunction (result of A2713 is "N"), it prepares a table to set the information of the hold by the second start prize entry point (normal variable prize entry device 37) (A2714), then executes the special feature start entry point switch common processing (A2715), and then terminates the start entry point switch monitoring processing. Also, if A2713 determines that a normal power malfunction is occurring (result of A2713 is "Y"), it terminates the start entry point switch monitoring processing. In other words, it prevents the generation of any further second start memories.
[0257] [Common processing for start port switches in special drawings] Next, we will explain in detail the special-design start-off switch common processing (A2708, A2715) in the start-off switch monitoring process. Figure 9 is a flowchart showing the procedure for the special-design start-off switch common processing. The special-design start-off switch common processing is a process that is performed in common for each input when there is input from start-off switch 1 36a or start-off switch 2 37a.
[0258] The game control device 100 first loads the start gate signal output count, which is the number of times information regarding the number of times a prize is won into one of the start gate switches 1 36a and 2 37a that are being monitored, to an external management device of the game machine 10 (A2901). It then updates the loaded value by +1 (A2902) and determines whether the output count overflows (A2903). If the output count does not overflow (result of A2903 is "N"), it saves the updated value in the RWM's start gate signal output count area (A2904) and proceeds to step A2905. On the other hand, if the output count overflows (result of A2903 is "Y"), it proceeds to step A2905. In this embodiment, values from "0" to "255" can be stored in the start gate signal output count area. If the loaded value is "255", the updated value becomes "0" after the +1 update, and it is determined that the output count has overflowed.
[0259] Next, the game control device 100 determines whether the number of special symbol reserves (start memory count) to be updated, corresponding to the monitored start switch among the start switch 1 switch 36a and start switch 2 switch 37a, is less than the upper limit (in this case, 4) (A2905). If the number of special symbol reserves to be updated is not less than the upper limit (result of A2905 is "N"), the common processing for special symbol start switch ends. If the number of special symbol reserves to be updated is less than the upper limit (in this case, 4) (result of A2905 is "Y"), the number of special symbol reserves to be updated (special symbol 1 reserve count or special symbol 2 reserve count) is updated by +1 (A2906), and the target start entry flag is saved (A2907).
[0260] Next, the game control device 100 calculates the address of the random number storage area corresponding to the monitored start switch and the number of special symbol reserves (A2908), and saves the jackpot random numbers prepared in step A2805 to the RWM's jackpot random number storage area (A2909). Next, it extracts the jackpot symbol random numbers for the special symbol variation display game that starts when the monitored start switch is detected, and saves them to the RWM's jackpot symbol random number storage area (A2910). Subsequently, it extracts the minor jackpot symbol random numbers for the special symbol variation display game that starts when the monitored start switch is detected, and saves them to the minor jackpot symbol random number storage area (A2911). In addition, it extracts the support jackpot symbol random numbers for determining the time-saving symbols, and saves the support jackpot symbol random numbers to the RWM's support jackpot symbol random number storage area (A2912).
[0261] In this embodiment, as mentioned above, a big win is guaranteed to occur after a minor win by hitting the V, so it is not necessary to use random numbers for minor win symbols, and step A2911 is optional and does not have to be executed. Also, since there are no minor win results in the special figure 1 variable display game, if the monitored start port switch is start port 1 switch 36a, it is not necessary to extract random numbers for minor win symbols.
[0262] The random numbers for minor wins, support wins, and major wins are used in the special symbol 1 stop symbol setting process (A3403) and the special symbol 2 stop symbol setting process (A3503) described later to determine the stop symbol numbers for minor wins, support wins, or major wins, and the corresponding minor win stop symbol patterns, support win stop symbol patterns, or major win stop symbol patterns.
[0263] In this embodiment, to avoid confusion, the random numbers for minor win symbols, support win symbols, and major win symbols are each provided independently. However, in order to reduce the random number storage area of the RWM, one random number (common random number) may be shared to distribute the minor win symbols (stop symbol number and minor win stop symbol pattern), support win symbols (stop symbol number and support win stop symbol pattern), and major win symbols (stop symbol number and major win stop symbol pattern). That is, when determining the minor win symbols, the range of the common random number may be divided and assigned to each minor win symbol; when determining the support win symbols, the range of the common random number may be divided and assigned to each support win symbol; and when determining the major win symbols, the range of the common random number may be divided and assigned to each major win symbol.
[0264] Next, the game control device 100 saves the random number variation patterns 1 to 3 to the corresponding random number variation area of the RWM (A2913), and executes a special symbol hold information determination process (pre-determination process, pre-reading process) that can determine the result of the variable display game (game result) in advance (A2914). In the special symbol hold information determination process, pre-reading stop symbol commands corresponding to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, miss stop symbol) based on the saved jackpot random numbers and winning symbol random numbers (jackpot symbol random numbers, minor win symbol random numbers, support win symbol random numbers), and pre-reading variable pattern commands corresponding to the first half variable number (number of the variation before the reach) and second half variable number (number of the variation after the reach) based on the saved random number variation patterns 1 to 3 are set as performance commands. Then, a special symbol retention number command corresponding to the monitored start switch and the number of special symbols retained is prepared as a performance command (A2915), and the performance command setting process (A2916) is executed to terminate the special symbol start switch common processing. In this way, the game control device 100 has configured a pre-determination means that can determine the result of the variable display game in advance before the variable display game based on the start memory is executed.
[0265] Here, the game control device 100 (RAM 111c) is a start memory means that extracts a predetermined random number based on the inflow of game balls into the start prize area of the start prize entry port 36 and the normal variable prize entry device 37, and stores it up to a predetermined number as a start memory that grants the right to execute the variable display game. Furthermore, the start memory means (game control device 100) stores various random values extracted based on the entry of game balls into the first start prize entry port (start prize entry port 36) as a first start memory up to a predetermined number, and stores various random values extracted based on the entry of game balls into the second start prize entry port (normal variable prize entry device 37) as a second start memory up to a predetermined number.
[0266] [Specific area switch monitoring process] Next, we will explain the details of the specific area switch monitoring process (A2601) in the special feature game processing. Figure 10 is a flowchart showing the procedure for the specific area switch monitoring process.
[0267] The game control device 100 first determines whether or not a minor win is in progress (A3001). If the special feature game processing number is "4" or "5", it can be determined that a minor win is in progress. If a minor win is in progress (the result of A3001 is "Y"), it determines whether or not the condition device is activated (A3002). If condition device activation information indicating that the condition device is activated is set, it can be determined that the condition device is activated.
[0268] If the condition device is not in operation (result of A3002 is "N"), the game control device 100 determines whether or not there is input to the specific area switch 72 (A3003). If there is input to the specific area switch 72 (result of A3003 is "Y"), that is, if there is an entry into the specific area 86 (V entry), the game control device saves condition device operation information indicating that the condition device is in operation to the condition device operation information area (A3004), and terminates the specific area switch monitoring process.
[0269] If a minor win is not occurring (result of A3001 is "N"), if the condition device is operating (result of A3002 is "Y"), or if there is no input to the specific area switch 72 (result of A3003 is "N"), the specific area switch monitoring process ends without taking any action.
[0270] [Special Illustrated Normal Processing] Next, we will explain the details of the regular processing (A2608) in the special game processing. Figure 11 is a flowchart showing the procedure for the regular processing of special games.
[0271] The game control device 100 first determines whether the normal processing of the special feature game processing described later is in progress and whether the remaining ball counter in the big prize pocket is 0 (A3200). If the normal processing of the special feature is not in progress, or if the remaining ball counter in the big prize pocket is not 0 (the result of A3200 is "N"), the game does not start the special feature variation display game and proceeds to the processing of step A3215.
[0272] The game control device 100 determines whether the number of reserved balls in Special Feature 2 (second start memory) is 0 (A3201) if the special feature is being processed normally and the remaining ball counter in the big prize pocket is 0 (result of A3200 is "Y"). If the number of reserved balls in Special Feature 2 is 0 (result of A3201 is "Y"), it determines whether the number of reserved balls in Special Feature 1 (first start memory) is 0 (A3206). Then, if the number of reserved balls in Special Feature 1 is 0 (result of A3206 is "Y"), it determines whether the customer waiting demo has started (A3211), and if the customer waiting demo has not started (result of A3211 is "N"), it sets the customer waiting demo in progress flag in the customer waiting demo flag area (A3212).
[0273] Next, the game control device 100 prepares the customer waiting demo command as a performance command (A3213), performs the performance command setting process (A3214), and proceeds to the process in step A3215. Meanwhile, if the customer waiting demo has already started in step A3211 (the result of A3211 is "Y"), it sets "0" related to the special feature normal processing as the processing number (A3215), saves the processing number in the special feature game processing number area (A3216), and clears the variable symbol discrimination flag area (A3217). Then, it saves the fraud monitoring period flag in the big prize jackpot fraud monitoring period flag area (A3218), and terminates the special feature normal processing.
[0274] Furthermore, if the number of reserved symbols in Special Symbol 2 is not 0 (the result of A3201 is "N"), the game control device 100 executes the Special Symbol 2 variation start process (A3202), prepares a decorative Special Symbol reserved symbol command (decorative Special Symbol 2 reserved symbol command) corresponding to the number of reserved symbols in Special Symbol 2 as a performance command (A3203), and executes the performance command setting process (A3204). Then, it executes the Special Symbol 2 variation processing transition setting process (A3205) and terminates the normal Special Symbol processing.
[0275] In the Special Feature 2 Special Feature Variation Processing Transition Setting Processing, the processing number is set to "1", the processing number is saved in the Special Feature Game Processing Number area, the Customer Waiting Demo Flag area is cleared, and the Variation Flag is saved in the Special Feature 2 Variation Control Flag area.
[0276] Furthermore, if the number of reserved symbols for Special Symbol 1 is not zero (the result of A3206 is "N"), the game control device 100 executes the Special Symbol 1 variation start process (A3207), prepares a decorative Special Symbol reserved symbol command (decorative Special Symbol 1 reserved symbol command) corresponding to the number of reserved symbols for Special Symbol 1 as a performance command (A3208), and executes the performance command setting process (A3209). Then, it executes the Special Symbol 1 variation processing transition setting process (A3210) and terminates the normal Special Symbol processing.
[0277] In the Special Feature 1 Special Feature Variation Processing Transition Setting Processing, the processing number is set to "1", the processing number is saved in the Special Feature Game Processing Number area, the Customer Waiting Demo Flag area is cleared, and the Variation Flag is saved in the Special Feature 1 Variation Control Flag area.
[0278] In this way, by checking the number of reserved symbols for Special Feature 2 before checking the number of reserved symbols for Special Feature 1, if the number of reserved symbols for Special Feature 2 is not 0, the Special Feature 2 variation start process (A3202) will be executed. In other words, the Special Feature 2 variation display game will be executed in priority over the Special Feature 1 variation display game (Special Feature 2 reserved priority consumption). That is, if the game control device 100 has a second start memory in the second start memory means (game control device 100), it will be a priority control means that will execute the variation display game based on the second start memory in priority over the variation display game based on the first start memory. If you want to implement Special Feature 1 reserved priority consumption, where the Special Feature 1 variation display game is executed in priority over the Special Feature 2 variation display game, you only need to determine in step A3201 whether or not the number of reserved symbols for Special Feature 1 is ≠ 0.
[0279] [Special Figure 1: Start of Variation Process] Next, we will explain the details of the Special Feature 1 variation start process (A3207) in the normal Special Feature processing. Figure 12 is a flowchart showing the procedure for the Special Feature 1 variation start process. The Special Feature 1 variation start process is performed at the start of the Special Feature 1 variation display game.
[0280] The game control device 100 saves a special symbol variation flag (in this case, special symbol 1) indicating the type of special symbol variation display game to be executed in the variation symbol discrimination area (A3401). Subsequently, it executes a jackpot flag 1 setting process (A3402) which performs operations such as setting loss information or jackpot information in the jackpot flag 1 to determine whether or not the special symbol variation display game is a jackpot. Details of the jackpot flag 1 setting process will be described later.
[0281] Next, the game control device 100 executes a special symbol setting process (A3403) related to the setting of special symbol 1 stop symbols (symbol information) for the special symbol 1 variable display game. In the special symbol 1 stop symbol setting process, the stop symbol numbers for when there is a miss, a support win, or a big win, and the missing stop symbol pattern, support win stop symbol pattern, or big win stop symbol pattern corresponding to these stop symbol numbers are saved. The stop symbol numbers for when there is a support win or a big win are determined in accordance with the support win symbol random number and the big win symbol random number, respectively.
[0282] Furthermore, the game control device 100 executes a special symbol information setting process to set special symbol information, which is a parameter for setting the variation pattern (A3404).
[0283] Next, the game control device 100 prepares a Special Feature 1 Variation Pattern Setting Information Table (A3405), which is a table containing information for referencing various information related to the setting of the variation pattern of the Special Feature 1 Variation Display Game.
[0284] Subsequently, the game control device 100 executes a variation pattern setting process (A3406) to set the variation pattern (variation pattern number), which is the variation mode in the Special Feature 1 variation display game. Next, the game control device 100 executes a variation start information setting process (A3407) to set the variation start information for the Special Feature 1 variation display game, and then terminates the Special Feature 1 variation start process. In the variation start information setting process, the variation time value corresponding to the variation pattern (variation pattern number) is obtained and saved in the Special Feature game processing timer area. Then, the variation command (MODE, ACTION) corresponding to the variation pattern number is prepared as a performance command and the performance command setting process is performed. In addition, in the variation start information setting process, the number of Special Feature reserves related to the Special Feature type (Special Feature 1 or Special Feature 2) of the Special Feature variation display game to be started is updated by -1 (decreased by 1).
[0285] [Special Figure 2: Start of Variation Process] Next, we will explain the details of the Special Feature 2 variation start process (A3202) in the Special Feature normal processing. Figure 13 is a flowchart showing the procedure for the Special Feature 2 variation start process. The Special Feature 2 variation start process is performed at the start of the Special Feature 2 variation display game, and is the same process as the Special Feature 1 variation start process shown in Figure 12, but applied to the second start memory.
[0286] The game control device 100 first saves a special symbol variation flag (in this case, special symbol 2) indicating the type of special symbol variation display game to be executed in the variation symbol discrimination area (A3501). Next, it executes a jackpot flag 2 setting process (A3502) which performs processing such as setting loss information or jackpot information in the jackpot flag 2 to determine whether or not the special symbol variation display game is a jackpot.
[0287] Next, the game control device 100 executes a special symbol 2 stop symbol setting process related to the setting of special symbol 2 stop symbols (symbol information) for the special symbol 2 variable display game (A3503). Furthermore, it executes a special symbol information setting process to set special symbol information, which is a parameter for setting the variable pattern (A3504). Subsequently, it prepares a special symbol 2 variable pattern setting information table, which is a table containing information for referencing various information related to setting the variable pattern of the special symbol 2 variable display game (A3505).
[0288] Subsequently, the game control device 100 executes a variation pattern setting process to set the variation pattern for the Special Feature 2 variation display game (A3506). Finally, it executes a variation start information setting process to set the variation start information for the Special Feature 2 variation display game (A3507), and then terminates the Special Feature 2 variation start process.
[0289] [Setting the jackpot flag 1] Next, we will explain the details of the jackpot flag 1 setting process (A3402) in the special feature 1 variation start process. Figure 14 is a flowchart showing the procedure for the jackpot flag 1 setting process.
[0290] The game control device 100 first saves the information about the miss in the big win flag area 1 and the support win flag area 1 (A3601). Next, it loads a big win random number from the RWM's special feature 1 big win random number storage area (for reserve number 1) and prepares it (A3602), and then clears the said special feature 1 big win random number storage area (for reserve number 1) to 0 (A3603). Note that the reserve number 1 area is the area that stores information (random numbers, etc.) about the special feature start memory that is consumed first (in this case, the first among special feature 1). After that, it executes a big win determination process to determine whether or not it is a big win depending on whether or not the prepared big win random number matches the big win determination value (A3604).
[0291] If the result of the jackpot determination process (A3604) is a jackpot (the result of A3605 is "Y"), the game control device 100 overwrites the jackpot information in the jackpot flag 1 area where the loss information was saved in step A3601 with the jackpot information and saves it (A3606), and then terminates the jackpot flag 1 setting process.
[0292] On the other hand, if the result of the jackpot determination process (A3605) is not a jackpot (the result of A3605 is "N"), an optional support jackpot determination process is executed (A3607) to determine whether the special symbol variation display game is a support jackpot based on the acquired jackpot random value, and the result of the determination is whether or not it is a support jackpot (A3608). In this embodiment, the jackpot random value is also used for the support jackpot determination (in other words, the same random value is used for the support jackpot determination and the jackpot determination). Here, a support jackpot (time-saving jackpot) in the special symbol variation display game is a time-saving result (specific result) in which the time-saving state is entered from the next special symbol variation display game, and in response to this time-saving result, the performance control device 300 can display the time-saving symbol on the display device 41 as the stop result of the decorative special symbol variation display game.
[0293] If the special symbol variation display game is a support win (result of A3608 is "Y"), the game control device 100 overwrites the support win information in the support win flag 1 area, where the loss information was saved in step A3601, with the support win information (A3609), and then terminates the jackpot flag 1 setting process. On the other hand, if the special symbol variation display game is not a support win (result of A3608 is "N"), the game control device 100 terminates the jackpot flag 1 setting process without saving the support win information in the support win flag 1 area.
[0294] Thus, in this embodiment, the result of the Special Feature 1 variable display game will be one of the following: "Big Win," "Support Win (Time-Saving Win)," or "Miss," and there will be no "Minor Win." Steps A3607-A3609 are optional, and they can be omitted to omit the "Support Win (Time-Saving Win)" from the result of the Special Feature 1 variable display game. It is also possible to configure the Special Feature 1 variable display game to include a "Minor Win."
[0295] In addition, although the setting process for the jackpot flag 1 is configured to save support win information in the support win flag 1 area, since jackpots and support wins do not overlap, it is also acceptable to save support win information in the jackpot flag 1 area.
[0296] [Setting the jackpot flag 2] Next, we will explain the details of the jackpot flag 2 setting process (A3502) in the special feature 2 variation start process. Figure 15 is a flowchart showing the procedure for the jackpot flag 2 setting process. This process is the same as the process in the jackpot flag 1 setting process shown in Figure 14, but applied to the second start memory.
[0297] The game control device 100 first saves the information about the miss in the two big win flag areas, the two small win flag areas, and the two support win flag areas (A3701). Next, it loads a big win random number from the RWM's special feature 2 big win random number storage area (for reserve number 1) and prepares it (A3702), and then clears the said special feature 2 big win random number storage area (for reserve number 1) to 0 (A3703). Note that the reserve number 1 area is the area that stores information (random numbers, etc.) about the special feature start memory that is consumed first (in this case, the first among special feature 2). After that, it executes a small win determination process to determine whether or not it is a small win depending on whether or not the prepared big win random value matches the small win determination value (A3704).
[0298] If the result of the minor win determination process (A3704) is a minor win (the result of A3705 is "Y"), the game control device 100 overwrites the minor win information in the minor win flag 2 area where the loss information was saved in step A3701 with the minor win information and saves it (A3706), and then terminates the big win flag 2 setting process.
[0299] On the other hand, if the special symbol variation display game is not a minor win (the result of A3705 is "N"), the game control device 100 executes a support win determination process to determine whether the special symbol variation display game is a support win or not based on the acquired jackpot random value (A3707), and the result of the determination is whether or not it is a support win (A3708). In this embodiment, the jackpot random value is also used for the support win determination (in other words, the same random value is used for the support win determination and the jackpot determination). Here, a support win (time-saving win) in the special symbol variation display game is a time-saving result (specific result) in which the time-saving state is entered from the next special symbol variation display game, and in response to this specific result, the performance control device 300 can display a time-saving symbol on the display device 41 as the stop result of the decorative special symbol variation display game.
[0300] If the special symbol variation display game is a support win (the result of A3708 is "Y"), the game control device 100 overwrites the support win information in the support win flag 2 area where the loss information was saved in step A3701 with the support win information and saves it (A3709), and then terminates the big win flag 2 setting process.
[0301] On the other hand, if the result of the support hit determination process (A3707) is not a support hit (the result of A3708 is "N"), the game control device 100 may optionally execute a jackpot determination process that determines whether or not it is a jackpot depending on whether or not the prepared jackpot random value matches the jackpot determination value (A3710). If the result of the jackpot determination process (A3710) is a jackpot (the result of A3711 is "Y"), the game control device 100 overwrites the jackpot information in the jackpot flag 2 area where the loss information was saved in step A3701 and saves it (A3712), and terminates the jackpot flag 2 setting process. On the other hand, if the result of the jackpot determination process (A3710) is not a jackpot (the result of A3711 is "N"), the game control device 100 terminates the jackpot flag 2 setting process with the loss information saved in the jackpot flag 2 area.
[0302] Thus, in this embodiment, the result of the Special Figure 2 variable display game will be one of "minor win," "support win (time-saving win)," or "miss," but it is also possible to optionally configure the Special Figure 2 variable display game to include a "big win" as a result.
[0303] In the process of setting the jackpot flag 2, the system is configured to save minor win information in the minor win flag 2 area and support win information in the support win flag 2 area. However, since jackpots, support wins, and minor wins do not overlap, it is also acceptable to save both minor win information and support win information in the jackpot flag 2 area.
[0304] [Big win determination process] Next, we will explain in detail the jackpot determination process (A3604, A3710) in the jackpot flag 1 setting process and the jackpot flag 2 setting process. Figure 16A is a flowchart showing the procedure for the jackpot determination process. Note that the jackpot determination process is a process common to the jackpot determination process in other processes executed during the timer interrupt process, and is also executed in the special symbol hold information determination process, etc.
[0305] The game control device 100 first sets an upper limit judgment value corresponding to the probability setting value (A3800), sets a lower limit judgment value for the jackpot judgment value (A3801), and determines whether the value of the target jackpot random number is less than the lower limit judgment value (A3802). Note that a jackpot is determined when the jackpot random number matches the jackpot judgment value. The jackpot judgment value is a series of consecutive values, and a jackpot is determined when the jackpot random number is greater than or equal to the lower limit judgment value, which is the lower limit of the jackpot judgment value, and less than or equal to the upper limit judgment value, which is the upper limit of the jackpot judgment value. The upper limit judgment value may differ between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).
[0306] If the value of the target jackpot random number is less than the lower limit judgment value (the result of A3802 is "Y"), the game control device 100 sets the judgment result to a miss (not a jackpot) (A3804) and terminates the jackpot judgment process.
[0307] The game control device 100 determines whether the value of the target jackpot random number is greater than the upper limit judgment value (A3803). If the value of the jackpot random number is greater than the upper limit judgment value (the result of A3803 is "Y"), the judgment result is set to a miss (not a jackpot) (A3804). On the other hand, if the value of the jackpot random number is not greater than the upper limit judgment value (the result of A3803 is "N"), the judgment result is set to a jackpot (A3805). Once the judgment result is set, the jackpot judgment process ends.
[0308] [Minor win detection process] Next, we will explain the details of the minor win determination process (A3704) in the big win flag 2 setting process. Figure 16B is a flowchart showing the procedure for the minor win determination process. Note that the minor win determination process is a process common to minor win determination processes in other processes executed during timer interrupt processing, and is also executed in special symbol hold information determination processing, etc.
[0309] The game control device 100 first sets a minor win upper limit determination value corresponding to the probability setting value (A3900), and then determines whether the value of the jackpot random number for the target (special figure 2) is less than the minor win lower limit determination value (A3901). A minor win is defined as the jackpot random number matching the minor win determination value. The minor win determination value is a series of consecutive values, and a minor win is determined when the jackpot random number is greater than or equal to the minor win lower limit determination value, which is the lower limit of the minor win determination values, and less than or equal to the minor win upper limit determination value, which is the upper limit of the minor win determination values. The minor win upper limit determination value may differ between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).
[0310] Naturally, in order to avoid the same special feature variation game resulting in both a minor win and a major win, the range of minor win judgment values (between the lower limit and upper limit of minor win judgment values) does not overlap with the range of major win judgment values (between the lower limit and upper limit of minor win judgment values) mentioned above. In this embodiment, no separate minor win random numbers are generated, and major win random numbers are used for determining minor wins, however, a configuration in which separate minor win random numbers are generated is also possible.
[0311] If the value of the jackpot random number for the target (special figure 2) is less than the lower limit judgment value for a minor win (the result of A3901 is "Y"), the game control device 100 sets the judgment result to a miss (A3903) and terminates the minor win judgment process.
[0312] Furthermore, if the value of the jackpot random number is not less than the lower limit judgment value for minor wins (result of A3901 is "N"), the game control device 100 determines whether the value of the jackpot random number for the target (special figure 2) is greater than the upper limit judgment value for minor wins (A3902). If the value of the jackpot random number is greater than the upper limit judgment value for minor wins (result of A3902 is "Y"), the judgment result is set to a miss (A3903). On the other hand, if the value of the jackpot random number is not greater than the upper limit judgment value for minor wins (result of A3902 is "N"), the judgment result is set to a minor win (A3904). Once the judgment result is set, the minor win judgment process ends. In this embodiment, the lower limit judgment value and the upper limit judgment value for minor wins are set so that the minor win probability is 1 / 8 (=12.5%), but the minor win probability may be other values.
[0313] [Support hit detection process] Next, we will explain in detail the support win determination process (A3607, A3707) in the big win flag 1 setting process and the big win flag 2 setting process. Figure 16C is a flowchart showing the procedure for the support win determination process. Note that the support win determination process is a process common to support win determination processes in other processes executed during timer interrupt processing, and is also executed in special symbol hold information determination processing, etc.
[0314] The game control device 100 first sets a support win upper limit determination value corresponding to the probability setting value (A7001). Next, it sets a support win determination value lower limit determination value (A7002) and determines whether the value of the target jackpot random number is less than the lower limit determination value (A7003). A support win is when the jackpot random number matches the support win determination value corresponding to the probability setting value and the game state. The support win determination value is a series of consecutive values, and a support win is determined when the jackpot random number is greater than or equal to the lower limit determination value, which is the lower limit of the support win determination value, and less than or equal to the support win upper limit determination value, which is the upper limit of the support win determination value. The support win upper limit determination value may differ between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).
[0315] Naturally, in order to avoid the result of the same special feature variation display game being both a support win and a big win, or a support win and a small win, the range of the support win judgment value (between the lower limit and upper limit of the support win judgment value) does not overlap with the range of the big win judgment value and small win judgment value mentioned above. In this embodiment, a separate support win random number is not provided, and the big win random number is used for determining support wins, however, a configuration in which a separate support win random number is provided is also possible.
[0316] If the value of the target jackpot random number is less than the lower limit judgment value for support wins (the result of A7003 is "Y"), the game control device 100 sets the judgment result to a miss (not a support win) (A7005) and terminates the support win judgment process.
[0317] Furthermore, if the value of the jackpot random number is not less than the lower limit judgment value for support wins (result of A7003 is "N"), the game control device 100 determines whether the value of the target jackpot random number is greater than the upper limit judgment value for support wins (A7004). If the value of the jackpot random number is greater than the upper limit judgment value for support wins (result of A7004 is "Y"), the judgment result is set to a miss (not a support win) (A7005). On the other hand, if the value of the jackpot random number is not greater than the upper limit judgment value for support wins (result of A7004 is "N"), the judgment result is set to a support win (A7006). Once the judgment result is set, the support win judgment process is terminated.
[0318] In the support win determination process, a support win (time reduction determination) is performed by a lottery using a jackpot random number. In the support win (time reduction determination) as a lottery, if the jackpot random number matches the support win determination value (time reduction determination value), the determination result is a support win result (time reduction result, specific result) and time reduction is set. The support win determination value is different from the jackpot determination value and the minor win determination value.
[0319] Furthermore, to add variety, the probability of winning a support bonus (range of support bonus judgment value ÷ range of jackpot random number) may be set differently for each probability setting, or for simplicity, the probability of winning a support bonus may be set to be the same for each probability setting. The probability of winning a support bonus may be set so that setting 1 (or the lower setting side) is more likely to win a support bonus, and setting 6 (or the higher setting side) is less likely to win a support bonus, thereby mitigating the disadvantage of the lower setting, or conversely, it may be set to match the expectations of players who expect to win a support bonus more easily on the higher setting side. In addition, the probability of winning a support bonus may be changed monotonously from setting 1 to setting 6, or it may be changed every two setting levels, so as not to be monotonous. The probability of winning a support bonus may be set differently for even-numbered and odd-numbered settings to enhance the players' interest in estimating the probability setting value.
[0320] Furthermore, the probability of winning a support bonus can be made different during low probability periods (outside of the bonus state) and high probability periods (during the bonus state) to create a sense of contrast, or it can be kept the same for simplicity. The probability of winning a support bonus can be set so that it is easier to win during low probability periods (outside of the bonus state) and harder to win during high probability periods (during the bonus state) to mitigate the disadvantages of low probability periods, or conversely, it can be set to match the expectations of players who expect to win support bonuses more easily during high probability periods. For example, the probability of winning a support bonus can be set so that it is only possible to win during low probability periods (the probability of winning a support bonus is zero during high probability periods) to mitigate the disadvantages of low probability periods.
[0321] Furthermore, the probability of winning a support bonus may be made different for the Special Feature 1 variable display game and the Special Feature 2 variable display game to create a sense of contrast, or it may be made the same for simplicity. For example, in order to increase the number of support bonuses in the normal support state (short time state or probability change state), the probability of winning a support bonus in the Special Feature 2 variable display game may be made higher than in the Special Feature 1 variable display game. Conversely, in order to improve the enjoyment of the game in the normal game state, the probability of winning a support bonus in the Special Feature 1 variable display game may be made higher than in the Special Feature 2 variable display game. In short, the probability of winning a support bonus in one of the Special Feature 1 variable display game and the other Special Feature 2 variable display game may be set to zero, so that a support bonus occurs only in the other Special Feature 2 variable display game.
[0322] If the result of the special symbol variation display game is a support win result (time-saving result), the special symbol 1 stop symbol setting process (A3403) or the special symbol 2 stop symbol setting process (A3503) will set the time-saving symbol (time-saving symbol number, time-saving symbol pattern) as the stop symbol (stop symbol number, stop symbol pattern), and the time-saving state will be entered from the next special symbol variation display game. In other words, in this case, the time-saving state is entered suddenly without going through a big win (sudden time-saving). Also in this case, a decorative special symbol command corresponding to the time-saving symbol is sent to the performance control device 300, and the display device 41 will display the time-saving symbol (decorative time-saving symbol) as a decorative stop symbol by the performance control device 300.
[0323] Examples of time-saving symbols displayed on the display device 41 include "1,1,3" where only the left and middle symbols are aligned. There are no restrictions on the time-saving symbols as long as they are predetermined, but symbols with a regularity, such as "1,2,3" where the numbers are arranged in order, or "1,3,1" where only the left and right symbols are aligned, are preferable as they are easier for players to remember. Multiple time-saving symbols may be prepared, and the number of special symbol variation display games in which the time-saving state continues (time-saving rounds) may be determined for each time-saving symbol.
[0324] The lamp display units 1 and 2 of the lamp display device 80 light up in a specific manner as the fourth special symbol (fourth symbol) in the case of a time-saving result (time-saving symbol), different from the case of a jackpot result or a minor win result. For example, the lamp display units 1 and 2 may light up in a warm color such as red in the case of a jackpot result or a minor win result, and in a neutral or cool color such as green or blue (i.e., a color other than warm colors) in the case of a time-saving result (time-saving symbol). Also, they will turn off in the case of a loss.Therefore, when a time-saving symbol is displayed as a stop symbol, it is possible to prevent the player from mistakenly believing that a jackpot has occurred, and it is also possible for the player to easily understand that they have won a time-saving bonus.
[0325] Furthermore, if the number of special symbol variation display games executed after the big win state ends (excluding the number of games played in the probability variation state) reaches a predetermined number (the so-called ceiling number, time-saving ceiling), the player will enter a time-saving state (playtime) even if they do not win a support win. At this time, if the result of the special symbol variation display game is a loss, the lamp display units 1 and 2 will be turned off, and if it is a minor win or a big win, they will light up in a warm color. At this time, if it is not a minor win or a big win, the lamp display units 1 and 2 may light up in a cool color as the fourth symbol to make it easier for the player to recognize that they have entered a time-saving state. The predetermined number of games (ceiling number) is, for example, 500. In this case, the special symbol display unit and display device 41 will display a losing symbol (which may also be a time-saving symbol) or a minor win symbol (if it is a minor win without a V-entry) as the stop symbol, and the player will enter a time-saving state from the next special symbol variation display game. In this case, the time-saving symbols displayed on the display device 41 may include, for example, "3,3,5" where only the left and middle symbols are aligned (or "1,1,3" as in the case of time-saving due to a support win).
[0326] [Special Feature 1 Stop Symbol Setting Process] Next, we will explain in detail the process of setting the stop symbol for Special Feature 1 (A3403) in the Special Feature 1 variation start process. Figure 17 is a flowchart showing the procedure for setting the stop symbol for Special Feature 1.
[0327] The game control device 100 first determines whether the jackpot flag 1 is a jackpot, that is, whether jackpot information is saved in the jackpot flag 1 area (A4001). If the jackpot flag 1 is a jackpot (the result of A4001 is "Y"), it loads a jackpot symbol random number from the special feature 1 jackpot symbol random number storage area (for reserve number 1) (A4002). Next, it sets the special feature 1 jackpot symbol table (A4003), obtains the stop symbol number corresponding to the loaded jackpot symbol random number, and saves it in the RWM's special feature 1 stop symbol number area (A4004). This process selects the type of special result.
[0328] Subsequently, the game control device 100 sets the special symbol 1 jackpot stop symbol information table (A4005), acquires the stop symbol pattern corresponding to the stop symbol number, and saves it in the stop symbol pattern area (A4006). The stop symbol pattern is used to set the stop symbols on the special symbol display (in this case, the special symbol 1 display 51) and the display device 41. Then, it acquires the round number upper limit information corresponding to the stop symbol number and saves it in the RWM's special symbol 1 round number upper limit information area (A4007), and acquires the fanfare information corresponding to the stop symbol number and saves it in the fanfare information area (A4008). This information is used to set the execution mode of the special game state.
[0329] Next, the game control device 100 acquires time reduction judgment data corresponding to the stop symbol number and saves it in the time reduction judgment data area (A4009). The time reduction judgment data includes information on whether or not a time reduction state is in effect after the jackpot ends (time reduction present or time reduction absent) and is used in the special symbol 1 jackpot termination process and the special symbol 2 jackpot termination process described later. Subsequently, it saves performance mode transition information corresponding to the stop symbol pattern (or stop symbol number, symbol A described later) (A4010). After that, it proceeds to the process of step A4020.
[0330] On the other hand, if the jackpot flag 1 is not a jackpot (result of A4001 is "N"), the game control device 100 optionally determines whether the support jackpot flag 1 is a support jackpot or not (A4011). If the support jackpot flag 1 is a support jackpot (result of A4011 is "Y"), it loads a random number from the special feature 1 support jackpot symbol random number storage area (for reserve number 1) (A4012) and sets the special feature 1 support jackpot symbol table (A4013). Then, it refers to the special feature 1 support jackpot symbol table to obtain the stop symbol number corresponding to the loaded random number and saves it in the special feature 1 stop symbol number area (A4014). Subsequently, it obtains the stop symbol pattern corresponding to the stop symbol number and saves it in the stop symbol pattern area (A4015). Subsequently, time reduction judgment data corresponding to the stop symbol number is obtained and saved in the time reduction judgment data area (A4016), and performance mode transition information corresponding to the stop symbol pattern is saved (A4017). Then, the process proceeds to step A4020.
[0331] On the other hand, if the jackpot flag 1 is not a jackpot (result of A4001 is "N"), and the support jackpot flag 1 is not a support jackpot (result of A4011 is "N"), the game control device 100 saves the stop symbol number for the loss in the special symbol 1 stop symbol number area (A4018) and saves the loss stop symbol pattern in the stop symbol pattern area (A4019). After that, it proceeds to the processing of step A4020. Note that if the processing related to support jackpots (A3607-A3609) is not executed in the jackpot flag 1 setting process, and the jackpot flag 1 is not a jackpot (result of A4001 is "N"), it proceeds to step A4018 without executing steps A4011-A4017.
[0332] After steps A4010, A4017, and A4019, the game control device 100 prepares a decorative special symbol 1 command corresponding to the stop symbol pattern and saves the decorative special symbol 1 command as a performance command in the decorative special symbol 1 command area (A4020). Through the above process, the stop symbols corresponding to the result of the special symbol 1 variation display game are set.
[0333] Subsequently, the game control device 100 executes the performance command setting process (A4021). As a result, the decorative special feature 1 command is transmitted to the performance control device 300.
[0334] Next, the game control device 100 saves the symbol data corresponding to the stop symbol number to the test signal output data area (A4022) and clears the special symbol 1 jackpot symbol random number storage area (for 1 reserved) to 0 (A4023). After that, the special symbol 1 stop symbol setting process is terminated. The aforementioned symbol variation control process then displays the stop symbol (jackpot symbol, time-saving symbol, losing symbol, etc.) corresponding to the stop symbol pattern or stop symbol number on the special symbol 1 display 51.
[0335] [Special Feature 2 Stop Symbol Setting Process] Next, we will explain in detail the process of setting the stop symbol for Special Feature 2 (A3503) in the Special Feature 2 variation start process. Figure 18 is a flowchart showing the procedure for setting the stop symbol for Special Feature 2.
[0336] First, the game control device 100 determines whether the minor win flag 2 is a minor win, that is, whether minor win information is saved in the minor win flag 2 area (A4101). If the minor win flag 2 is a minor win (the result of A4101 is "Y"), it loads a jackpot symbol random number from the special feature 2 jackpot symbol random number storage area (for reserve number 1) (A4102). Next, it sets the special feature 2 jackpot symbol table (A4103), obtains the stop symbol number corresponding to the loaded jackpot symbol random number, and saves it in the RWM's special feature 2 stop symbol number area (A4104). This process selects the type of special result.
[0337] In this embodiment, when a minor win occurs, the second special variable prize winning device 39 is opened, causing the game ball to enter the V-slot, and a major win occurs immediately after the minor win. Therefore, even if the special figure 2 variable display game is a minor win (minor win flag 2 is a minor win), the major win symbol random number is loaded. However, it is also possible to load the minor win symbol random number (A2911) and obtain the stop symbol number corresponding to the minor win symbol random number. In this configuration, when a V-slot is won (when the result of A3003 in Figure 10 is "Y"), the major win symbol random number may be loaded, the stop symbol number may be obtained, and the processing from steps A4107 to A4110 may be executed.
[0338] Subsequently, the game control device 100 sets the special symbol 2 jackpot stop symbol information table (A4105), acquires the stop symbol pattern corresponding to the stop symbol number, and saves it in the stop symbol pattern area (A4106). The stop symbol pattern is used to set the stop symbols on the special symbol display (in this case, the special symbol 2 display 52) and the display device 41. Then, it acquires the round number upper limit information corresponding to the stop symbol number and saves it in the RWM's special symbol 2 round number upper limit information area (A4107), and acquires the fanfare information corresponding to the stop symbol number and saves it in the fanfare information area (A4108). This information is used to set the execution mode of the special game state.
[0339] Next, the game control device 100 acquires time reduction judgment data corresponding to the stop symbol number and saves it in the time reduction judgment data area (A4109). The time reduction judgment data includes information on whether or not a time reduction state is in effect after the end of a big win (time reduction present or time reduction absent), and is used in the special symbol 1 big win termination process and the special symbol 2 big win termination process described later. Subsequently, it saves performance mode transition information corresponding to the stop symbol pattern (or stop symbol number, the symbol BG described later) (A4010). After that, it proceeds to the process of step A4121.
[0340] On the other hand, if the minor win flag 2 is not a minor win (the result of A4101 is "N"), the game control device 100 determines whether the big win flag 2 is a big win, that is, whether big win information is saved in the big win flag 2 area (A4111). If the big win flag 2 is a big win (the result of A4111 is "Y"), the process proceeds to step A4102 and beyond, but a different special feature 2 big win symbol table or special feature 2 big win stop symbol information table may be used compared to the case of a minor win.
[0341] The game control device 100 determines whether the support win flag 2 is a support win or not if the jackpot flag 2 is not a jackpot (result of A4111 is "N") (A4112). If the support win flag 2 is a support win (result of A4112 is "Y"), it loads a random number from the special figure 2 support win symbol random number storage area (for reserve number 1) (A4113) and sets the special figure 2 support win symbol table (A4114). Then, it refers to the special figure 2 support win symbol table to obtain the stop symbol number corresponding to the loaded random number and saves it in the special figure 2 stop symbol number area (A4115). Subsequently, it obtains the stop symbol pattern corresponding to the stop symbol number and saves it in the stop symbol pattern area (A4116), obtains the time reduction judgment data corresponding to the stop symbol number and saves it in the time reduction judgment data area (A4117). After that, the performance mode transition information corresponding to the stopped symbol pattern is saved (A4118), and the process proceeds to step A4121.
[0342] If the minor win flag 2 is not a minor win (result of A4101 is "N"), the major win flag 2 is not a major win (result of A4111 is "N"), and the support win flag 2 is not a support win (result of A4112 is "N"), the game control device 100 saves the stop symbol number for the loss in the special symbol 2 stop symbol number area (A4119) and saves the loss stop symbol pattern in the stop symbol pattern area (A4120). After that, it proceeds to the processing of step A4121.
[0343] In this embodiment, since there is no "jackpot" as a result of the Special Feature 2 variable display game, the processing in step A4111 is optional and does not need to be executed. That is, if the jackpot flag 2 is not a minor win (the result of A4101 is "N"), the process may proceed to step A4112 without executing step A4111.
[0344] After steps A4110, A4118, and A4120, the game control device 100 prepares a decorative special symbol 2 command corresponding to the stop symbol pattern and saves the decorative special symbol 2 command as a performance command in the decorative special symbol 2 command area (A4121). Through the above process, the stop symbols corresponding to the result of the special symbol 2 variation display game are set.
[0345] Subsequently, the game control device 100 executes the performance command setting process (A4122). The decorative special feature 2 command is sent to the performance control device 300.
[0346] Next, the game control device 100 saves the symbol data corresponding to the stop symbol number to the test signal output data area (A4123) and clears the Special Feature 2 jackpot symbol random number storage area (for 1 reserved) to 0 (A4124). If a minor jackpot symbol random number (A2911) is extracted, the Special Feature 2 minor jackpot symbol random number storage area (for 1 reserved) may also be cleared to 0. After that, the Special Feature 2 stop symbol setting process is terminated. The aforementioned symbol variation control process then displays the stop symbol (jackpot symbol, time-saving symbol, losing symbol, etc.) corresponding to the stop symbol pattern or stop symbol number on the Special Feature 2 display 52.
[0347] Thus, the game control device 100 acts as a variable display game execution means, executing the variable display game shown in Figure 1 as a variable display game based on the detection of game balls in the first starting prize entry port 36, and executing the variable display game shown in Figure 2 as a variable display game based on the detection of game balls in the normal variable prize entry device 37. Furthermore, the game control device 100 acts as a variable display game execution control means, controlling the execution of the variable display game based on the determination result by the determination means (game control device 100).
[0348] [Special drawing information setting process] Next, the details of the special feature information setting process (A3404, A3504) in the special feature 1 variation start process and the special feature 2 variation start process will be explained. Figure 19 is a flowchart showing the procedure for the special feature information setting process. In this embodiment, the probability state (low probability / high probability, with / without time reduction) does not directly affect the distribution of variations, but the performance mode managed by the game control device 100 affects the distribution of variations. The performance mode is set to one of several performance modes depending on the probability state, the presence or absence of time reduction state, the progress of the special feature variation display game, etc. Alternatively, the distribution of variations may be performed directly based on the probability state, the presence or absence of time reduction state, the progress of the special feature variation display game, etc.
[0349] The game control device 100 first sets up a first-half variation group selection pointer table (A4201) and obtains a first-half variation group selection pointer corresponding to the performance mode information (A4202). Next, it sets up a first-half variation group selection offset table (A4203) and obtains offset data corresponding to the target special symbol reserve number (special symbol 1 reserve number or special symbol 2 reserve number) and the stop symbol pattern (A4204).
[0350] Next, the game control device 100 adds the first-half variation group selection pointer and the offset data (A4205) and saves the resulting value in the variation distribution information 1 area (A4206). As a result, the variation distribution information 1 area stores variation distribution information 1 generated based on the type of stopped symbols, the number of reserved symbols, and the performance mode. This variation distribution information 1 is a table pointer for distributing the first half of the variation (the variation pattern before the start of a reach), and is later used to select a variation group. However, depending on the specifications of the machine, shortening the variation time when there are many reserved symbols only occurs in the case of a miss, so in cases other than a miss, the number of reserved symbols does not affect the distribution of the first half of the variation. A variation group is a collection of multiple variation patterns, and when determining a variation pattern, a variation group is selected first, and then one variation pattern is selected from this variation group.
[0351] Next, the game control device 100 sets up a second-half variation group selection pointer table (A4207) and obtains a second-half variation group selection pointer corresponding to the performance mode information (A4208). Then, it sets up a second-half variation group selection offset table (A4209) and obtains offset data corresponding to the target special symbol reserve number and stop symbol pattern (A4210).
[0352] Next, the game control device 100 adds the second-half variation group selection pointer and the offset data (A4211), saves the resulting value in the variation distribution information 2 area (A4212), and terminates the special symbol information setting process. As a result, the variation distribution information 2 generated based on the type of stopped symbols, the number of reserved symbols, and the performance mode is saved in the variation distribution information 2 area. This variation distribution information 2 is a table pointer for distributing the second-half variations (types of reach (including no reach)) and is used later to select a variation group. However, only in the case of a miss does the probability of a reach occurring change according to the number of reserved symbols (the probability of a reach occurring decreases when there are many reserved symbols), so in cases other than a miss, the number of reserved symbols does not affect the distribution of the second-half variations.
[0353] [Setting the variation pattern] Next, we will explain in detail the variation pattern setting process (A3406, A3506) in the variation start process in Figure 1 and the variation start process in Figure 2. Figure 20 is a flowchart showing the procedure for the variation pattern setting process.
[0354] The variation pattern consists of an early variation pattern, which is the variation pattern from the start of the special symbol variation display game until the reach state is reached, and a late variation pattern, which is the variation pattern from the reach state until the end of the special symbol variation display game. The late variation pattern is set first, and then the early variation pattern is set.
[0355] The game control device 100 first sets the variable group selection address table (A4301), obtains and prepares the address of the second half variable group table corresponding to the variable distribution information 2 (A4302), and loads and prepares the variable pattern random number 1 from the target variable pattern random number 1 storage area (for reserve number 1) (A4303). In this embodiment, the structure of the second half variable group table differs between the winning and losing tables. Specifically, the winning table is 1 byte in size, and the losing table is 2 bytes in size. The winning rate is lower than the losing rate, and 1 byte is sufficient, so the winning table is 1 byte in size from the viewpoint of saving data capacity. Therefore, when there is a win, only the lower value of the 2-byte variable pattern random number 1 is used. Also, the losing rate is higher than the winning rate, and in order to produce a wider variety of effects, the losing table is 2 bytes in size.
[0356] The game control device 100 then determines whether the result of the special symbol variation display game is a loss (A4304). If it is a loss (the result of A4304 is "Y"), it performs a 2-byte distribution process (A4305) and proceeds to the process in step A4307. If it is not a loss (the result of A4304 is "N"), it performs a distribution process (A4306) and proceeds to the process in step A4307.
[0357] Next, the game control device 100 obtains the address of the second half variation selection table (second half variation pattern selection table) obtained as a result of the distribution and prepares it (A4307), loads the random variation number 2 from the target random variation number 2 storage area (for reserve number 1) and prepares it (A4308). Then, it executes the distribution process (A4309), obtains the second half variation number obtained as a result of the distribution, and saves it in the second half variation number area (A4310). Through this process, the second half variation pattern is set.
[0358] Next, the game control device 100 sets up the first half variation group table (A4311) and calculates a table selection pointer based on the variation distribution information 1 and the second half variation number (A4312). Then, it obtains the address of the first half variation selection table (first half variation pattern selection table) corresponding to the calculated pointer and prepares it (A4313), loads the variation pattern random number 3 from the target variation pattern random number 3 storage area (for reserve number 1) and prepares it (A4314). After that, it performs a distribution process (A4315), obtains the first half variation number obtained as a result of the distribution, saves it in the first half variation number area (A4316), and ends the variation pattern setting process. Through this process, the first half variation pattern is set, and the variation pattern of the special feature variation display game is set. In other words, the game control device 100 acts as a variation pattern setting means that sets a variation pattern, which is the execution mode of the game, from among a plurality of variations.
[0359] [2-byte distribution process] Next, we will explain the details of the 2-byte distribution process (A4305) in the variation pattern setting process. Figure 21 is a flowchart showing the procedure for the 2-byte distribution process. The 2-byte distribution process is a process for selecting the second half variation selection table for the special feature variation display game from the second half variation group table based on the variation pattern random number 1.
[0360] The game control device 100 first checks whether the first data in the selection table (the second-half variation group table prepared in A4302) is a code with no distribution (i.e., "0") (A4401). Here, the second-half variation group table stores predetermined distribution values in association with at least one second-half variation selection table, but in the case of a second-half variation group table that defines only second-half variation selection tables where the second-half variation pattern is "no reach" (for example, some variation group tables when the result is a loss), there is no need for distribution, so a distribution value of "0", i.e., a code with no distribution, is defined at the beginning.
[0361] Then, if the first data in the selection table (second half variation group table) is a code with no assignment (result of A4402 is "Y"), the game control device 100 updates the address of the data corresponding to the assigned result (A4407) and terminates the 2-byte assignment process. On the other hand, if the first data in the selection table (second half variation group table) is not a code with no assignment (result of A4402 is "N"), it obtains the first assignment value specified in the selection table (second half variation group table) (A4403).
[0362] Next, a new random number is calculated by subtracting the distribution value obtained in step A4403 from the random number prepared in step A4303 (the value of variation pattern random number 1) (A4404), and it is determined whether the newly calculated random number is less than "0" (A4405). If the new random number is not less than "0" (the result of A4405 is "N"), the address is updated to the next distribution value (A4406), and then the process proceeds to step A4403, and the subsequent processing is carried out. That is, the next distribution value specified in the selection table (second half variation group table) is obtained (A4403), and then a new random number is calculated by subtracting the distribution value from the random number determined in the previous step A4405 (A4404), and it is determined whether the newly calculated random number is less than "0" (A4405).
[0363] The above process is executed until step A4405 determines that the new random value is less than "0" (result of A4405 is "Y"). This selects one of the two second-half variation selection tables defined in the selection table (second-half variation group table). Then, in step A4405, when it is determined that the new random value is less than "0" (result of A4405 is "Y"), the address of the data corresponding to the distributed result is updated (A4407), and the 2-byte distribution process is terminated.
[0364] [Distribution process] Next, we will explain in detail the distribution process (A4306, A4309, A4315) in the variation pattern setting process. Figure 22 is a flowchart showing the procedure for the distribution process. The distribution process is for selecting the second half variation pattern of the special feature variation display game from the second half variation selection table (second half variation pattern group) based on the variation pattern random number 2, or for selecting the first half variation pattern of the special feature variation display game from the first half variation selection table (first half variation pattern group) based on the variation pattern random number 3.
[0365] The game control device 100 first checks whether the data at the beginning of the target selection table (the second half variation group table prepared in A4302, the second half variation selection table prepared in step A4307, or the first half variation selection table prepared in step A4313) is a code with no assignment (i.e., "0") (A4501). Here, the second half variation group table, the second half variation selection table, and the first half variation selection table each store predetermined assignment values associated with at least one second half variation selection table, second half variation pattern (second half variation number), or first half variation pattern (first half variation number). However, in the case of a selection table that does not require assignment, an assignment value of "0", i.e., a code with no assignment, is specified at the beginning.
[0366] Then, if the first data in the target selection table (second half variation group table, second half variation selection table, or first half variation selection table) is a code with no distribution (result of A4502 is "Y"), the game control device 100 updates the address of the data corresponding to the distribution result (A4507) and terminates the distribution process. On the other hand, if the first data in the target selection table (second half variation group table, second half variation selection table, or first half variation selection table) is not a code with no distribution (result of A4502 is "N"), the game control device 100 obtains the first distribution value specified in the target selection table (second half variation group table, second half variation selection table, or first half variation selection table) (A4503).
[0367] Next, the game control device 100 calculates a new random number (A4504) by subtracting the distribution value obtained in step A4503 from the random number (values of variable pattern random number 1, variable pattern random number 2, and variable pattern random number 3) prepared in steps A4303, A4308, and A4314, and then determines whether the newly calculated random number is less than "0" (A4505). If the new random number is not less than "0" (the result of A4505 is "N"), it updates the address to the next distribution value (A4506), then proceeds to the processing in step A4503 and performs the subsequent processing.
[0368] In other words, the following distribution value is obtained from the target selection table (second-half variation group table, second-half variation selection table, or first-half variation selection table) (A4503), then a new random number is calculated by subtracting the distribution value from the random number determined in the previous step A4505 (A4504), and it is determined whether the calculated new random number is less than "0" (A4505). The above process is executed until it is determined in step A4505 that the new random number is less than "0" (the result of A4505 is "Y"). As a result, one of the second-half variation selection tables, second-half variation patterns (second-half variation numbers), or first-half variation patterns (first-half variation numbers) is selected from among the at least one second-half variation selection table, second-half variation pattern (second-half variation number), or first-half variation pattern (first-half variation number) specified in the target selection table (second-half variation group table, second-half variation selection table, or first-half variation selection table).
[0369] Then, in step A4505, if the game control device 100 determines that the new random value is less than "0" (the result of A4505 is "Y"), it updates the address of the data corresponding to the assigned result (A4507) and terminates the assignment process.
[0370] [Setting information for the start of fluctuations] Next, we will explain in detail the fluctuation start information setting process (A3407, A3507) in the fluctuation start process in Specific Figure 1 and Specific Figure 2. Figure 23 is a flowchart showing the procedure for the fluctuation start information setting process.
[0371] The game control device 100 first determines whether the variable display game to be started is a Special Feature 2 variable display game (A4600a). If the variable display game to be started is not a Special Feature 2 variable display game but a Special Feature 1 variable display game (the result of A4600a is "N"), it clears the random number storage area for the target variable pattern random numbers 1 to 3 (A4601). Next, it sets the first half variable time value table (A4602) and obtains the first half variable time value corresponding to the first half variable number (A4603). Furthermore, it sets the second half variable time value table (A4604) and obtains the second half variable time value corresponding to the second half variable number (A4605).
[0372] The game control device 100 then adds the first half variation time value and the second half variation time value (A4606) and saves the added value (total variation time value) to the special feature game processing timer area (A4607). After that, it prepares a variation command (MODE) corresponding to the first half variation number (A4608), prepares a variation command (ACTION) corresponding to the second half variation number as a performance command (A4609), and performs the performance command setting process (A4610). Next, it updates the number of special feature reserves corresponding to the variation symbol discrimination flag indicating the variation symbol to start (special feature 1 or special feature 2) by -1 (A4611), and sets the address of the random number storage area corresponding to the variation symbol discrimination flag (A4612). Then, it shifts the random number storage area (A4613), clears the empty area after the shift (A4614), and ends the variation start information setting process.
[0373] First, if the variable display game to be started is the Special Feature 2 variable display game (result of A4600a is "Y"), the game control device 100 determines whether the result of the Special Feature 2 variable display game is a minor win or a major win (A4600b). If the result of the Special Feature 2 variable display game is a minor win or a major win (result of A4600b is "Y"), the processing from step A4601 onwards is executed in the same way as when the variable display game to be started is the Special Feature 1 variable display game. In contrast to this embodiment, the game control device 100 may also be configured to execute the processing from step A4601 onwards if the result of the Special Feature 2 variable display game is a support win.
[0374] The game control device 100 saves a variation time value (total variation time value) corresponding to the number of times the special figure 2 variation display game has been played after the end of the big win (the number of times the special figure 2 variation display game has been played) to the special figure game processing timer area (A4615) when the result of the special figure 2 variation display game is neither a minor win nor a big win (the result of A4600b is "N"), that is, when the result of the special figure 2 variation display game is a loss.
[0375] Therefore, the time values for the Special Feature 1 variable display game and the time values for the Special Feature 2 variable display game in the case of a minor win or a major win are set by distribution (lottery) and are not fixed time values, while the time value for the Special Feature 2 variable display game in the case of a loss is a fixed time value set for each number of Special Feature 2 variations after the end of a major win. In other words, the time value for the Special Feature 2 variable display game is controlled by the number of rotations. It is also possible to configure the game so that the time value for the Special Feature 2 variable display game in the case of a minor win or a major win is also a fixed time value.
[0376] Subsequently, the game control device 100 prepares a variation command (MODE, ACTION) corresponding to the variation time value as a performance command (A4616), and executes the processing from step A4610 onward.
[0377] Furthermore, as shown in the modified example below, if the support state (support mode, normal power release pattern) related to the mode (content) of normal power support is variable, the variable time value may be set not only in response to the number of special feature 2 variations after the end of the big win, but also in response to the support state.
[0378] Through the above process, information regarding the start of the special feature variation display game is set. In other words, the game control device 100 acts as a determination means that determines various random values stored in the start memory means (game control device 100). Furthermore, the game control device 100 acts as a variation pattern determination means that can determine the variation pattern of the identification information to be executed in the variation display game based on the determination information in the start memory.
[0379] The information regarding the start of these special symbol variation display games is then transmitted to the performance control device 300. Based on the receipt of this information regarding the start of the special symbol variation display games, the performance control device 300 sets the detailed performance content for the decorative special symbol variation display games according to the determined variation pattern. This information regarding the start of these special symbol variation display games includes a decorative special symbol hold count command containing information on the number of start memories (hold counts), a decorative special symbol command containing information on the stopped symbols, and a variation command containing information on the variation pattern of the special symbol variation display game. The commands are transmitted to the performance control device 300 in this order. In particular, transmitting the decorative special symbol command before the variation command allows for more efficient processing in the performance control device 300.
[0380] [Special Feature Fluctuation Processing] Next, we will explain the details of the special feature variation processing (A2609) in the special feature game processing. Figure 24 is a flowchart showing the procedure for the special feature variation processing.
[0381] The game control device 100 first determines whether or not the special symbol 2 is in a variation state (the special symbol 2 variation display game is in progress) (A4801). If the special symbol 2 is not in a variation state, that is, if the special symbol 1 is in a variation state (the special symbol 1 variation display game is in progress) (the result of A4801 is "N"), it sets the display time corresponding to the stopped symbol pattern (A4802).
[0382] On the other hand, if the special figure 2 is in a variation state (result of A4801 is "Y"), the game control device 100 determines whether the result of the special figure 2 variation display game is a minor win or a major win (A4803). If the result of the special figure 2 variation display game is a minor win or a major win (result of A4803 is "Y"), the display time corresponding to the stopped symbol pattern is set (A4802). The display time (stop display time) is the display time of the stopped symbol (stop display) which is the result of the variation display game. Note that, unlike this embodiment, the system may also proceed to step A4802 if the result of the special figure 2 variation display game is a support win.
[0383] The game control device 100 sets a display time corresponding to the number of times the special figure 2 variation display game has been played since the end of the big win (A4804) if the result of the special figure 2 variation display game is neither a small win nor a big win, i.e., if it is a miss (the result of A4803 is "N").
[0384] Therefore, the display time for the Special Feature 1 variation display game and the display time for the Special Feature 2 variation display game in the case of a minor win or a major win are not fixed times based on the stop symbol pattern set by lottery, while the display time for the Special Feature 2 variation display game in the case of a loss is fixed for each number of Special Feature 2 variations (number of times the Special Feature 2 variation display game is executed) after the end of a major win. It is also possible to configure the system so that the display time for the Special Feature 2 variation display game in the case of a minor win or a major win is also fixed.
[0385] Furthermore, as described later, if the support state (support mode, normal power release pattern) related to the mode (content) of normal power support is variable, the display time (stop display time) may be set to correspond not only to the number of special feature 2 variations after the end of the big win, but also to the support state.
[0386] Next, the game control device 100 saves the display time set in step A4802 or A4804 to the special feature game processing timer area (A4805). Subsequently, the game control device 100 determines whether or not it is in normal power support mode (time-saving mode) (A4806). If it is not in normal power support mode (result of A4806 is "N"), it proceeds to the process in step A4813. If it is in normal power support mode (result of A4806 is "Y"), it determines whether or not it is a variation in the special feature 1 variation display game (A4807). If it is a variation in the special feature 1 variation display game (result of A4807 is "Y"), it proceeds to the process in step A4810.
[0387] If the game is a variation of the special feature 2 variation display game (result of A4807 is "N"), the game control device 100 updates the time reduction variation count 2 by -1 (decreases by 1) (A4808) and determines whether the time reduction variation count 2 is 0 or not (A4809). If the time reduction variation count 2 is 0 (result of A4809 is "Y"), it executes a time reduction termination setting process to set the end of the time reduction (A4812).
[0388] If the number of time reduction variations 2 is not 0 (the result of A4809 is "N"), the game control device 100 updates the number of time reduction variations 1 by -1 (decreases by 1) (A4810) and determines whether the number of time reduction variations 1 is 0 or not (A4811). If the number of time reduction variations 1 is not 0 (the result of A4811 is "N"), the process proceeds to step A4813. On the other hand, if the number of time reduction variations 1 is 0 (the result of A4811 is "Y"), the time reduction termination setting process is executed to set the end of the time reduction (A4812). After that, the performance mode information check process described later is executed (A4813).
[0389] Subsequently, the game control device 100 executes a special display processing transition setting process (A4814). In the special display processing transition setting process, it sets the processing number "2" related to the special display processing and saves the processing number in the special game processing number area, saves the stop flag related to the stopping of the variation on the special display 1 display 51 in the special display 1 variation control flag area, and saves the stop flag related to the stopping of the variation on the special display 2 display 52 in the special display 2 variation control flag area. After that, the special variation processing is terminated.
[0390] [Time-saving termination setting process] Next, we will explain the details of the time-saving termination setting process (A4812) during the special feature variation processing. Figure 25A is a flowchart showing the procedure for the time-saving termination setting process.
[0391] The game control device 100 first saves a signal related to the end of the time-saving mode to the RWM's external information output data area (A4901). Here, the signal related to the end of the time-saving mode is the off data for the jackpot 2 signal. As a result, the signal related to the end of the time-saving mode is output as external information to an external device (such as a hall computer) via the external information terminal 71.
[0392] In addition, during normal gameplay, the opening time of the normal variable prize winning device 37 is very short or the probability of winning in the normal variable display game is very low, so there are no wins in the normal variable prize winning device 37 and no second start memory is generated. For this reason, if the second start memory (special symbol 2 start memory, special symbol 2 reserve) remains as a reserve at the end of the time-saving mode, the output of the on data of the jackpot 2 signal may be continued (this does not cause any problems), and when the variable display of the special variable display game related to the last remaining reserve stops, the off data of the jackpot 2 signal (signal related to the end of the time-saving mode) may be output to an external device.
[0393] Next, the game control device 100 saves a signal related to the end of the time-saving feature in the RWM's test signal output data area (A4902). As a result, the signal related to the end of the time-saving feature is output to the test firing device as a test signal. The signals related to the end of the time-saving feature here are, for example, the off data for the special symbol 1 variable time reduction state signal, the off data for the special symbol 2 variable time reduction state signal, the off data for the normal symbol 1 variable time reduction state signal, the off data for the normal electric mechanism 1 open extension state signal, and the off data for the normal symbol 1 high probability state signal. Then, the number for no time-saving feature is saved in the RWM's game state display number area (A4903), the normal symbol low probability & no time-saving feature flag is saved in the RWM's normal symbol game mode flag area (A4904), and the special symbol low probability & no time-saving feature flag is saved in the RWM's special symbol game mode flag area (A4905).
[0394] Next, the game control device 100 clears the RWM's time reduction variation count 1 area where time reduction variation count 1 is stored (A4906), and clears the RWM's time reduction variation count 2 area where time reduction variation count 2 is stored (A4907). Then, it saves the signal related to the left-hand play instruction to the RWM's test signal output data area (A4908), and saves the number indicating the left-hand play state to the RWM's game state display number 2 area (A4909).
[0395] Subsequently, the normal base state information is saved to the RWM's normal base state determination area (A4910). Here, the normal base state information is a value that indicates the normal game state, which is the period for calculating the base value (payout rate in the normal game state). After that, the time-saving end setting process is terminated.
[0396] In this way, by executing the time-saving mode termination setting process, it is possible to appropriately transition from the time-saving mode (a state with low probability of special symbols and normal electric support) to the normal game mode (a state with low probability of special symbols and no normal electric support).
[0397] [Performance mode information check process] Next, we will explain in detail the performance mode information check process (A4813) during the special feature variation processing. Figure 25B is a flowchart showing the procedure for the performance mode information check process.
[0398] The game control device 100 first determines whether the next mode transition information is a no-update code (A5001). If the next mode transition information is a no-update code (the result of A5001 is "Y"), the performance mode information check process is terminated. In this case, the performance mode is not changed according to the number of special symbol variation display games that have been executed, and for example, a performance mode that continues until the next jackpot has been selected.
[0399] Furthermore, if the next mode transition information is not an update-free code (the result of A5001 is "N"), the game control device 100 updates the remaining spins for the special feature variation display game, which is the number of times the special feature variation display game can be played until the performance mode changes, by -1 (A5002), and determines whether the remaining spins for the performance game have become 0 (A5003). Here, the remaining spins for the performance game is updated by -1 only if the game played this time is the main special feature variation display game, but it is also possible to configure it to be updated by -1 even if it is a variation display game that is not the main one.
[0400] Depending on the game state, one of the two variable display games, Special Feature 1 or Special Feature 2, is designated as the primary variable display game. For example, the primary variable display game (main variable display game) is the one of the two that is executed more frequently, while the secondary variable display game (secondary variable display game) is the one of the two that is not executed more frequently. The game control device 100 and / or the performance control device 300 may store information (Special Feature 1 or Special Feature 2) indicating the primary variable display game, depending on the game state.
[0401] If the remaining spins for the performance are not zero (result of A5003 is "N"), the performance mode information check process is terminated. Also, if the remaining spins for the performance become zero (result of A5003 is "Y"), that is, if the performance mode will be transitioned from the next special symbol variation display game, the performance mode information address table is set (A5004), and the address of the table corresponding to the next mode transition information is obtained (A5005).
[0402] Then, the game control device 100 obtains the performance mode number of the performance mode to be transitioned to and saves it in the performance mode number area of the RWM (A5006), obtains the remaining number of performance spins (initial value) of the performance mode to be transitioned to and saves it in the remaining number of performance spins area of the RWM (A5007), obtains the next mode transition information of the performance mode to be transitioned to and saves it in the next mode transition information area of the RWM (A5008).
[0403] Furthermore, when transitioning to a different performance mode due to the end of the time-saving state (time-saving variation count 1 or 2 = 0), the remaining number of rotations (initial value) for the transitioned performance mode may be set to a predetermined number of remaining reserves (for example, 4 to 9). The number of remaining reserves is the number of special symbol 2 reserves (remaining reserves) consumed after the end of the time-saving state, and is the number of special symbol 2 variations after the end of the time-saving state. Remaining reserves are generated by winning into the normal variation winning device 37, which is opened by a normal symbol win during the time-saving state. In this way, a remaining reserve consumption mode (Figure 54) can be set as the performance mode corresponding to the consumption of remaining reserves (special symbol 2 reserves, special symbol 2 start memory).
[0404] Alternatively, when the performance mode is transitioned when the opening of the normal variable prize winning device 37, which is opened by a normal symbol win during the time-saving state (corresponding to the second half opening described later), ends, the remaining number of spins for the performance mode to transition to (initial value) may be set to the number of special symbol 2 reserves at that time. This makes it possible to set the normal electric opening end mode (Figure 54A) as the performance mode corresponding to the consumption of special symbol 2 reserves after the opening of the normal variable prize winning device 37, which is opened by a normal symbol win during the time-saving state, ends. Furthermore, in this case, the remaining number of spins for the performance mode to transition to when the time-saving state ends (time-saving variation count 1 or 2 = 0) may be set to a predetermined value corresponding to the number of time-saving cycles (for example, a value obtained by subtracting the number of time-saving cycles from 6) to set the normal electric opening end mode (Figure 54A).
[0405] Furthermore, when switching performance modes upon the end of the time-saving state (time-saving variation count 1 or 2 = 0), the remaining number of spins (initial value) for the transitioning performance mode may be set to the current number of Special Feature 2 reserves or a predetermined number less than or equal to the number of Special Feature 2 reserves. In this way, the time-saving remaining reserve consumption mode (Figure 54B) can be set as the performance mode corresponding to the consumption of the number of Special Feature 2 reserves or a predetermined number of remaining reserves (Special Feature 2 reserves, Special Feature 2 start memory) at the end of the time-saving state. The remaining number of spins (initial value) for the performance mode transitioning after the time-saving remaining reserve consumption mode can be set to the value obtained by subtracting the number of remaining reserves consumed in the time-saving remaining reserve consumption mode from a predetermined number of remaining reserves (e.g., 10) (excess reserves). In this way, the excess reserve consumption mode (Figure 54B) can be set as the performance mode after the time-saving remaining reserve consumption mode.
[0406] Subsequently, the game control device 100 prepares a probability information command (including information on the probability state, information on whether or not there is a time reduction, and information on the performance mode) corresponding to the newly set performance mode number as a performance command (A5009), and determines whether the prepared probability information command matches the value in the command area to be transmitted when the power outage is restored (A5010). If the prepared probability information command matches the value in the command area to be transmitted when the power outage is restored (the result of A5010 is "Y"), that is, if the probability information command has not changed, the performance mode information check process is terminated.
[0407] Furthermore, if the prepared probability information command does not match the value in the command area to be sent when power is restored (the result of A5010 is "N"), the prepared probability information command is saved to the command area to be sent when power is restored (A5011), and the performance command setting process is executed to set the probability information command as a performance command (A5012).
[0408] Next, the game control device 100 prepares a performance spin count command corresponding to the remaining performance spin count as a performance command (A5013) and executes the performance command setting process (A5014). This allows the performance control device 300 to obtain the remaining performance spin count. Next, it prepares a time reduction variation count command corresponding to the time reduction variation count 2 as a performance command (A5015) and executes the performance command setting process (A5016). This allows the performance control device 300 to obtain the time reduction variation count 2. The game control device 100 may similarly prepare a time reduction variation count 1 as a performance command and execute the performance command setting process.
[0409] Next, if a new performance mode number is obtained in step A5006, the game control device 100 determines whether the new performance mode is a left-handed shooting mode (A5017). If it is not a left-handed shooting mode (the result of A5017 is "N"), it terminates the performance mode information check process. If it is a left-handed shooting mode (the result of A5017 is "Y"), it prepares a left-handed shooting instruction notification command as a performance command (A5018), executes the performance command setting process (A5019), and terminates the performance mode information check process.
[0410] Furthermore, in the above, regardless of the determination result (A5003) of whether the remaining number of spins for the performance is 0 or not, the performance spin count command corresponding to the updated remaining number of spins for the performance (A5002) and the time reduction variation count command corresponding to the updated time reduction variation counts 1 and 2 (A4808, A4810) may also be prepared as performance commands, and the performance command setting process may be executed.
[0411] [Processing during special display] Next, we will explain the details of the special feature display processing (A2610) in the special feature game processing. Figure 26 is a flowchart showing the procedure for the special feature display processing. Figure 26A shows the first half of the special feature display processing, and Figure 26B shows the second half of the special feature display processing.
[0412] The game control device 100 first determines whether the action performed this time is a variation of Special Feature 1 (A5101). That is, it determines whether the display of the stopped symbols (stop display) relates to a Special Feature 1 variation display game. If the action performed this time is a variation of Special Feature 1 (the result of A5101 is "Y"), it loads the jackpot flag 1 (A5102), clears the jackpot flag 1 area (A5103), and determines whether the loaded jackpot flag 1 is a jackpot (A5104).
[0413] If the loaded jackpot flag 1 is a jackpot (result of A5104 is "Y"), the game control device 100 saves condition device operation information indicating that the condition device is operating in the condition device operation information area (A5105), and proceeds to step A5106. If the loaded jackpot flag 1 is not a jackpot (result of A5104 is "N"), the game control device 100 proceeds to step A5111.
[0414] Then, the game control device 100 executes the special symbol normal processing transition setting process (A5106). In the special symbol normal processing transition setting process, 0 is set as the processing number related to the special symbol normal processing, the processing number is saved in the special symbol game processing number area, and the variable symbol discrimination flag area is cleared. After that, the special symbol display processing is terminated.
[0415] On the other hand, if the game control device 100 has executed a variation of special figure 2 (result of A5101 is "N"), it loads the jackpot flag 2 (A5107) and clears the jackpot flag 2 area (A5108). It then determines whether the loaded jackpot flag 2 is a jackpot or not (A5109). If the jackpot flag 2 is a jackpot (result of A5109 is "Y"), it saves condition device operation information indicating that the condition device is operating in the condition device operation information area (A5110) and proceeds to step A5106. If the jackpot flag 2 is not a jackpot (result of A5109 is "N"), that is, if it is a minor win or a miss, it proceeds to step A5111.
[0416] In this embodiment, since a "jackpot" is not provided as a result of the Special Feature 2 variable display game, the processing from steps A5107 to A5110 is optional and does not need to be executed. That is, the process may proceed to step A5111 after step A5101.
[0417] Next, the game control device 100 determines whether or not the game is currently in a high probability state for special symbols (a probability variation state) (A5111). If the game is not in a high probability state for special symbols (the result of A5111 is "N"), it determines whether or not there is a ceiling reached flag indicating that the number of times the special symbol variation display game has been played has reached the ceiling count (time reduction ceiling) (A5112).
[0418] If there is no flag indicating that the ceiling has been reached (the result of A5112 is "N"), the game control device 100 updates the ceiling counter value in the RWM's ceiling counter area by +1 (increases by 1) (A5113). Then, it determines whether the number of times the special symbol variation display game (including the special symbol 1 variation display game and the special symbol 2 variation display game) has been executed has reached the ceiling count (A5114). For example, the ceiling count is 500. If the ceiling count has been reached (the result of A5114 is "Y"), it sets (turns on) the ceiling time reduction activation flag, which indicates that a ceiling time reduction will occur, and the ceiling reached flag, which indicates that the ceiling count has been reached (A5115). It is also possible to configure the ceiling time reduction activation flag and the ceiling reached flag to be combined into a single flag.
[0419] Note that the "ceiling reached" flag is cleared when a jackpot occurs, but it is not cleared unless a jackpot occurs. Therefore, once the ceiling count is reached, if the time-saving round ends without a jackpot, the "ceiling reached" flag remains set (on), and no further ceiling time-saving rounds will occur, nor will the ceiling counter value be updated.
[0420] On the other hand, the game control device 100 determines whether the small win flag 2 is a small win (A5116) if the game is in a special high probability state (probability variation state) (the result of A5111 is "Y"), if there is a flag indicating that the ceiling has been reached (the result of A5112 is "Y"), or if the number of times the ceiling has not been reached (the result of A5114 is "N").
[0421] Next, if the minor win flag 2 is a minor win (the result of A5116 is "Y"), the game control device 100 prepares the minor win fanfare command as a performance command (A5117) and executes the performance command setting process (A5118). Then, it loads the decorative special feature 2 command from the decorative special feature 2 command area as a performance command, prepares it (A5119), and executes the performance command setting process (A5120). After that, it executes the minor win pre-opening processing transition setting process (A5121) and terminates the special feature display processing.
[0422] In the minor win pre-opening processing transition setting process, 3 is set as the processing number related to the minor win pre-opening processing, the processing number is saved in the special feature game processing number area, and the minor win pre-opening time (e.g., 300ms) is saved in the special feature game processing timer area. In addition, a signal related to the start of the minor win game (e.g., turning on the big win 1 signal (output for big win and minor win)) is saved in the external information output data area.
[0423] On the other hand, if the minor win flag 2 is not a minor win, i.e., if it is a miss (the result of A5116 is "N"), the game control device 100 determines whether or not there is a ceiling time-saving activation flag indicating that a ceiling time-saving mode will occur (A5122). If there is a ceiling time-saving activation flag (the result of A5122 is "Y"), the initial values that will be the number of ceiling time-saving rounds (the number of time-saving rounds due to the ceiling time-saving mode) are saved in the time-saving variation count 1 area and the time-saving variation count 2 area (A5123). The initial values of time-saving variation count 1 and time-saving variation count 2 in the case of ceiling time-saving mode (for example, 704 and 700 rounds) mentioned above are saved here. The initial values may be determined by lottery. Next, the support operation setting process is executed to generate the time-saving state due to the ceiling time-saving mode (A5127), the special feature normal processing transition setting process is executed (A5128), and the special feature display processing is terminated. In the special feature normal processing transition setting process, the processing number "0" related to the special feature normal processing is set and saved in the special feature game processing number area.
[0424] If there is no ceiling time-saving activation flag indicating that ceiling time-saving will occur (the result of A5122 is "N"), the game control device 100 determines whether or not support win flag 2 is a support win (A5124). If support win flag 2 is not a support win (the result of A5124 is "N"), then support win flag 1 determines whether or not it is a support win (A5125).
[0425] If either support win flag 1 or support win flag 2 is a support win (the result of A5124 or A5125 is "Y"), the game control device 100 saves the initial values corresponding to the time reduction judgment data in the time reduction variation count 1 area and the time reduction variation count 2 area (A5126). The initial values of time reduction variation count 1 and time reduction variation count 2 in the case of a support win result (sudden time reduction) as described above (for example, 34 and 30 times, or 104 and 100 times) are saved here. Next, the support operation setting process is executed to generate a time reduction state (sudden time reduction) by the time reduction symbols (A5127), the special symbol normal processing transition setting process is executed (A5128), and the special symbol display processing is terminated.
[0426] Furthermore, since the time reduction judgment data is set in the special symbol 1 stop symbol setting process (A3403) and the special symbol 2 stop symbol setting process (A3503) in accordance with the stop symbol number, the initial value in the case of a support win result (i.e., the number of time reduction rounds) will be determined by a lottery using the support win symbol random number.
[0427] If both the support win flag 1 and the support win flag 2 are not support wins (the result of A5124 and A5125 is "N"), the game control device 100 does not execute the support operation setting process to set the time reduction, but instead executes the special feature normal processing transition setting process (A5128) and terminates the special feature display processing.
[0428] As described above, during the special display processing, settings for time reductions, such as setting the number of time reduction rounds (i.e., the initial value of the number of time reduction fluctuations), are executed for both ceiling time reductions and sudden time reductions. In addition, for time reductions due to a jackpot, that is, time reductions that start from the end of the jackpot state, settings for time reductions, such as setting the number of time reduction rounds, are executed during the jackpot end processing.
[0429] Furthermore, the special display processing is executed when the special game processing timer, which has a set stop display time (A4805), reaches 0 (A2604, A2610). Therefore, it is executed when the display of the stop result of the special variation display game ends (or when it ends: including when it ends or just before it ends). Consequently, when the display of the stop result of the special variation display game ends (approximately equivalent to when the next special variation display game starts, if it does), the number of time reduction variations (A5123, A5126) is set, and the time reduction state due to ceiling time reduction and sudden time reduction begins.
[0430] [Support operation setting process] Next, we will explain in detail the support operation setting process (A5127) during the special display processing. Figure 27 is a flowchart showing the procedure for the support operation setting process.
[0431] The game control device 100 first saves a signal related to the start of the time-saving feature in the external information output data area (A5701). As a result, when the ceiling time-saving feature is reached and when the time-saving feature is suddenly started due to a time-saving feature symbol (support win), the signal related to the start of the time-saving feature is output as external information to the external information terminal 71 and, by extension, to an external device (such as a hall computer). Here, the signal related to the start of the time-saving feature is the ON data of the jackpot 2 signal. Then, the timer initial value (for example, 128 msec) is saved in the time-saving signal control timer area (A5702). This timer initial value becomes the time for outputting the jackpot 3 signal through the external information editing process described later.
[0432] Next, the game control device 100 saves a signal related to the start of the time-saving feature in the test signal output data area (A5703). As a result, when the ceiling time-saving feature and the sudden time-saving feature start, a signal related to the start of the time-saving feature is output to the test firing test device as a test signal. The signals related to the start of the time-saving feature here are, for example, the ON data for the special symbol 1 variable time-saving state signal, the ON data for the special symbol 2 variable time-saving state signal, the ON data for the normal symbol 1 high probability state signal, the ON data for the normal symbol 1 variable time-saving state signal, and the ON data for the normal electric mechanism 1 open extension state signal. Then, the number indicating that time-saving is enabled is saved in the game state display number area (A5704), the normal symbol high probability & time-saving flag is saved in the normal symbol game mode flag area (A5705), and the special symbol time-saving flag is combined in the special symbol game mode flag area (A5706). Next, the signal related to the right-hand shooting instruction is saved in the test signal output data area (A5707), and the number indicating the right-hand shooting state is saved in the game state display number 2 area (A5708).
[0433] Subsequently, the game control device 100 sets an address table of performance mode information corresponding to the ceiling time reduction or sudden time reduction (A5709), obtains the address of the table corresponding to the performance mode transition information set in the special symbol 1 stop symbol setting process (A3403) or the special symbol 2 stop symbol setting process (A3503) (A5710), and obtains and saves the performance mode number (number of the performance mode) of the performance mode based on the table (A5711). This makes it possible to select the performance mode to transition to at the start of the ceiling time reduction or sudden time reduction.
[0434] Next, the game control device 100 acquires and saves the remaining number of spins (initial value) for the performance mode based on a table (A5712). For example, the remaining number of spins (initial value) for the performance is the number of time reduction spins (initial value of time reduction variation 1 or time reduction variation 2). This allows the same performance mode to continue until the time reduction ends, for example.
[0435] Next, the game control device 100 acquires and saves next mode transition information, which is information about the transition to the next mode in the performance mode during ceiling time reduction or sudden time reduction, based on a table (A5713). Then, it prepares probability information commands corresponding to the special feature game mode flag and the newly set performance mode number as performance commands (A5714), saves the prepared probability information commands to the power outage restoration transmission command area (A5715), and executes performance command setting processing to set the probability information commands as performance commands (A5716). Here, the probability information commands include the probability state, the presence or absence of time reduction (normal power support), and performance mode information.
[0436] Next, the game control device 100 prepares a performance spin count command corresponding to the remaining number of performance spins as a performance command (A5717) and executes the performance command setting process (A5718). Then, it prepares a time reduction variation count command corresponding to the time reduction variation count 1 and the time reduction variation count 2 (in this case, the initial value of the time reduction) as a performance command (A5719) and executes the performance command setting process (A5720).
[0437] Subsequently, the game control device 100 clears the time reduction judgment data area (A5721), clears the performance mode transition information area (A5722), and terminates the jackpot termination process.
[0438] [Game processing for special features] Next, we will explain the details of the bonus game processing (A1312b) in the timer interrupt processing mentioned above. Figure 28 is a flowchart of the procedure for bonus game processing. In bonus game processing, the entire process related to the jackpot state is controlled.
[0439] The game control device 100 first performs a lower large prize slot switch monitoring process (A5601). In the lower large prize slot switch monitoring process, it monitors the detection of game balls by the count switch 38a located inside the special variable prize slot device 38.
[0440] Next, the game control device 100 updates the bonus game processing timer by -1 (deducts 1) if it is not 0 (A5602). The bonus game processing timer will now be timed for the interrupt period of the timer interrupt processing (4 msec) after the -1 update. The minimum value of the bonus game processing timer is set to 0. Next, it is determined whether the bonus game processing timer is 0 or not (A5603). If the bonus game processing timer is not 0 (the result of A5603 is "N"), the bonus game processing is terminated.
[0441] If the bonus game processing timer is 0 (the result of A5603 is "Y"), that is, if time has run out or has already run out, the game control device 100 sets a bonus game sequence branch table in a register to refer to in order to branch to the processing corresponding to the bonus game processing number (A5604). Furthermore, it uses the bonus game sequence branch table to obtain the branch destination address of the processing corresponding to the bonus game processing number (A5605). Subsequently, it makes a subroutine call using the bonus game processing number to execute the game branch processing according to the bonus game processing number (A5606).
[0442] If the game processing number is "0" in step A5606, the game control device 100 executes the normal processing for the special feature, which includes setting the settings for when a jackpot is started (A5607). For example, in the normal processing for the special feature, if a predetermined condition is met, the processing number "1" related to the processing during the fanfare is set and saved in the special feature game processing number area. Details of the normal processing for the special feature will be described later in Figure 29.
[0443] If the game processing number in step A5606 is "1", the game control device 100 executes the fanfare processing (A5608). For example, in the fanfare processing, the processing number "2" related to the interval processing is set and saved in the special game processing number area.
[0444] If the game processing number in step A5606 is "2", the game control device 100 executes interval processing (A5609). For example, during interval processing, the number of rounds is updated by +1, the opening time of the lower large prize slot is saved in the special feature game processing timer area, the ON data is saved in the lower large prize slot solenoid output data area, the round command is set as the performance command, and the processing number "3" related to the jackpot opening processing is set and saved in the special feature game processing number area.
[0445] If the game processing number is "3" in step A5606, the game control device 100 executes a jackpot opening process (A5610) which includes setting an interval command if the jackpot round is not the final round, setting an ending command if it is the final round, and setting information necessary for processing remaining jackpot balls. For example, in the jackpot opening process, necessary information such as the interval command and ending command is set, and the processing number "4" related to processing remaining jackpot balls is set and saved in the special game processing number area.
[0446] If the game processing number is "4" in step A5606, the game control device 100 executes a jackpot remaining ball processing (A5611), which includes setting the time for the remaining balls in the jackpot pocket to be discharged if it is the final jackpot round, and setting the information necessary for the jackpot termination processing. For example, in the jackpot remaining ball processing, if it is not the final round, the interval time is saved in the special game processing timer area, and the processing number "2" related to the interval processing is set and saved in the special game processing number area. If it is the final round, the ending time is saved in the special game processing timer area, and the processing number "5" related to the jackpot termination processing is set and saved in the special game processing number area.
[0447] If the game processing number is "5" in step A5606, the game control device 100 executes a jackpot termination process (A5612) which involves setting information necessary to execute the normal processing of the special feature. For example, in the jackpot termination process, based on time reduction determination data which includes information on whether or not there is a time reduction state after the jackpot ends (time reduction present or not), the device sets necessary information such as the normal power support state (time reduction state) after the jackpot state ends, sets the processing number "0" related to the normal processing of the special feature, and saves it in the special feature game processing number area.
[0448] [Normal handling of special features] Next, we will explain the details of the regular processing of the special feature in the aforementioned special feature game processing (A5607). Figure 29 is a flowchart showing the procedure for the regular processing of the special feature.
[0449] The game control device 100 first determines whether the condition device is in operation (A5801). If the condition device operation information is saved in the condition device operation information area (A3004, A5005, A5010), that is, if there is jackpot information in jackpot flag 1 or jackpot flag 2, or if there is an entry into the specific area 86 (V entry slot) (input to specific area switch 72, V entry), it can be determined that the condition device is in operation. If the condition device is not in operation (the result of A5801 is "N"), the normal processing of the special feature is terminated.
[0450] If the condition device is in operation (result of A5801 is "Y"), the game control device 100 saves the round number upper limit corresponding to the round number upper limit information to the round number upper limit area (A5802). Subsequently, it saves the round LED output pointer corresponding to the round number upper limit information to the round LED output pointer area (A5803), prepares the probability information command (during normal play) as a performance command (A5804), and executes the performance command setting process (A5805).
[0451] Next, the game control device 100 prepares a fanfare command corresponding to the fanfare information as a performance command (A5806) and executes the performance command setting process (A5807). Then, it loads a decorative special feature command (decorative special feature 1 command or decorative special feature 2 command) from the decorative special feature command area of the special feature that resulted in a big win or small win this time, prepares it as a performance command (A5808), and executes the performance command setting process (A5809).
[0452] Next, the game control device 100 saves a signal corresponding to the condition device operation information in the external information output data area (A5810), and saves a signal corresponding to the condition device operation information in the test signal output data area (A5811). Then, it saves an initial value in the round number area (A5812). The initial value is 0 when the condition device is activated by jackpot information, and 1 when the condition device is activated by winning in a specific area 86 (V win).
[0453] Next, the game control device 100 executes the fanfare processing transition setting process (A5813) and terminates the normal processing of the special feature. For example, in the fanfare processing transition setting process, "1" is set as the processing number related to the fanfare processing and the processing number is saved in the special feature game processing number area, and the fanfare time is saved in the special feature game processing timer area.
[0454] During the fanfare transition setting process, the game control device 100 clears the following areas: the Time Reduction Variation Count 1 area where the Time Reduction Variation Count 1 is stored, the Time Reduction Variation Count 2 area where the Time Reduction Variation Count 2 is stored, the Ceiling Counter area where the Ceiling Counter value is stored, the Ceiling Time Reduction Activation Flag area where the Ceiling Time Reduction Activation Flag is stored, and the Ceiling Reached Flag area where the Ceiling Reached Flag is stored. It also saves the Normal Game Mode Flag area with a Normal Low Probability & No Time Reduction flag, and saves the Special Game Mode Flag area with a Special Low Probability & No Time Reduction flag.
[0455] Furthermore, during the fanfare processing transition setting process, the game control device 100 saves signals related to the start of a jackpot (special game state) (for example, turning on the jackpot 1 signal (output for jackpots and minor wins), turning on the jackpot 4 signal (output for jackpots)) to the external information output data area. Then, it saves signals related to the end of the high probability state and the time-saving state (for example, turning off the special symbol 1 high probability state signal, turning off the special symbol 2 high probability state signal, turning off the special symbol 1 variable time reduction state signal, turning off the special symbol 2 variable time reduction state signal, turning off the normal symbol 1 high probability state signal, turning off the normal symbol 1 variable time reduction state signal, and turning off the normal electric mechanism 1 open extension state signal) to the test signal output data area.
[0456] [Big win termination process] Next, we will explain the details of the jackpot termination process (A5612) in the aforementioned bonus game processing. Figure 30 is a flowchart showing the procedure for the jackpot termination process.
[0457] The game control device 100 first determines whether the time reduction judgment data (A4009, A4109) is data indicating that time reduction is enabled (A6001). Data indicating that time reduction is enabled indicates that the time reductio...
Claims
[Claim 1] In a gaming machine equipped with a game control means capable of executing a variable display game that displays identification information in a variable manner, The aforementioned game control means is It is possible to generate game states that include a normal game state and a specific game state that is advantageous to the player. As the aforementioned variable display game, a first variable display game can be executed by launching game balls to the left side of the game board, primarily based on the fulfillment of a first starting condition, and a second variable display game can be executed by launching game balls to the right side of the game board, primarily based on the fulfillment of a second starting condition. The system includes a storage means capable of storing a first starting number, which is the number of times the first starting condition is met, and a second starting number, which is the number of times the second starting condition is met, and the first starting number and the second starting number can be displayed on a display means using both numerical and image displays. The aforementioned normal game state is a state in which the first starting condition is more likely to be met than the second starting condition. The aforementioned specific game state is a state in which the second starting condition is more likely to be met than the first starting condition, In the aforementioned specific game state, The display means can display a mode display corresponding to the game state and an image display associated with the mode display. When the second variable display game is executed a predetermined number of times, the state changes from the specific game state to the normal game state. The result is displayed on the display means when the game changes from the specified game state to the normal game state. The first starting memory number is displayed on the left side and the second starting memory number is displayed on the right side of the display means, and an arrow guiding the launch of game balls to the game area on the left side of the game board is displayed on the display means in the direction from the second starting memory number to the first starting memory number. Gaming machine.
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