Gaming machine
The gaming machine enhances player engagement by enabling customizable effects during normal and special game states, addressing idle periods and improving satisfaction through interactive control of display and performance features.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-03
- Publication Date
- 2026-04-15
AI Technical Summary
Conventional gaming machines experience idle periods due to long non-demo sequences, leading to player dissatisfaction and operational losses, with players often waiting for demo effects, and there is a need to enhance gaming satisfaction during both playing and non-playing periods.
The gaming machine incorporates operating means, display means, light performance means, sound performance means, and game state control to provide customizable display and performance effects, allowing players to initiate specific effects during normal and special game states, enhancing engagement and satisfaction.
The solution improves player engagement and satisfaction by allowing players to control and customize effects, reducing idle periods and increasing operational efficiency by maintaining player interest and interaction.
Smart Images

Figure 2026065510000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a conventional gaming machine such as a pachinko machine, in a display means capable of variably displaying symbols, it is possible to execute and control a demo effect for attracting a player when a predetermined condition is satisfied during symbol stop. Further, in a light emitting means capable of emitting light for the whole or a part of individual elements, there is known one capable of controlling light emission in different light emission modes during a demo effect period and a non-demo effect period (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] Incidentally, the primary purpose of such demo sequences is to attract players to so-called empty machines that are not in use and not occupied by players, and is not primarily aimed at players who are currently playing. Therefore, as shown in Patent Document 1 above, there is a non-demo sequence period (for example, 180 seconds) after the symbols stop, after which the demo sequence begins. On the other hand, some players, when they are not hitting a jackpot or are in a favorable playing state, stop playing as a kind of good luck charm and wait for the demo sequence to run. However, since the time until the demo sequence (non-demo sequence period) is often set to be long, this creates an undesirable situation for both players waiting for the demo sequence to run and for the gaming establishments that suffer losses due to the gaming machine being effectively idle. Furthermore, the tendency for players to desire some kind of indicator sequence as a kind of good luck charm is not limited to the non-playing period but can also occur during the playing period, and it is not limited to pachinko machines but can also occur in slot machines.
[0005] This invention has been made in view of the above-mentioned problems, and aims to provide a gaming machine that can improve the gaming satisfaction of players. [Means for solving the problem]
[0006] The object of the present invention described above is achieved by the following means. The reference numerals in parentheses indicate embodiments described later, but the present invention is not limited thereto. (1) Operating means that allow the player to perform predetermined operations (effect button 14, directional buttons 18, lever, stop button), A performance control means (performance IF board 53, liquid crystal control board 54, liquid crystal IF board 55, ROM board 56 (collectively referred to as the performance control board), performance control unit 540) capable of controlling the execution of performance means, As one of the aforementioned display means, a display means capable of various display effects (a liquid crystal display such as an LCD unit 31 (image display means), a reel), As one of the aforementioned performance means, a light performance means (LED63) capable of various light effects, As one of the aforementioned performance means, a sound performance means (speaker 19) capable of various sound effects, It includes a game state control means (main control) that can control the game state to one of a plurality of game states, including a special game state (high probability / AT), In a gaming machine that can grant a player a special benefit (winning game / AT) when a specific result display (winning display) is shown on the aforementioned display means, The aforementioned display effects include at least a first display effect that includes the display of the specific result (e.g., win / loss notification) and a second display effect that does not include the display of the specific result (e.g., background display, display of acquired coins, display of elapsed games), The system is configured to display the first display effect when the operating means is operated while the second display effect is being displayed. The aforementioned performance control means is During the display of the second display effect, the first display effect will not be started until the operating means is operated, and the first display effect can be started when at least the start conditions, including the operation of the operating means, are met. During the display of the second display effect, a predetermined target effect (e.g., button vibration / rainbow-colored illumination / display of a specific character) and a predetermined pre-effect that can be executed before the target effect (e.g., lights off / blackout / whiteout) can be controlled to be executed. A gaming machine characterized by the following features. (2) The target effect is performed within a predetermined period after the start of the second display effect, and once performed, it is not performed again until the operating means is operated. The gaming machine described in (1), characterized in that it is a gaming machine. (3) The second display effect is configured to be executable in the special game state and in a normal game state different from the special game state, The aforementioned target presentation and / or the aforementioned pre-presentation presentation are not performed during the second display presentation in the normal game state, but are made executable during the second display presentation in the special game state. The gaming machine described in (2), characterized in that it is a gaming machine. (4) The second display effect includes at least an operation-related image relating to the operation of the operating means (the text "Press", a button mark), The gaming machine described in (1) to (3), characterized by the above. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a gaming machine that can improve the gaming satisfaction of players. [Brief explanation of the drawing]
[0008] [Figure 1-1] A front perspective view of a pachinko machine according to an embodiment of the present invention. [Figure 1-2] This is a front view of the disassembled pachinko machine. [Figure 1-3] A rear view of the pachinko machine. [Figure 1-4] This is a block diagram of the control system for the same pachinko machine. [Figure 1-5] This is a front view of the game board of the pachinko machine. [Figure 2-1] This is an explanatory diagram of the memory map in the main control unit of the pachinko machine. [Figure 2-2] This diagram shows the flowchart (first half) of the system processing of the main control unit of the pachinko machine. [Figure 2-3] This figure shows the flowchart (second half) of the system processing of the main control unit of the pachinko machine. [Figure 2-4] This diagram shows a flowchart of the timer interrupt processing in the main control unit of the pachinko machine. [Figure 2-5] This diagram shows flowcharts for processing outside the main loop area of the main control unit of the pachinko machine, and flowcharts for processing outside the timer interrupt area. [Figure 3-1] This diagram shows a flowchart of the system setting process for the performance control unit of the pachinko machine. [Figure 3-2] This diagram shows a flowchart of the main processing of the performance control unit of the pachinko machine. [Figure 3-3]It is a diagram showing the flowchart of the timer interrupt processing of the effect control unit of the pachinko machine. [Figure 4-1(A)] It is a diagram showing the game flow according to an embodiment of the present invention. [Figure 4-1(B)] It is a diagram showing the game flow according to an embodiment of the present invention. [Figure 4-2] It is a diagram showing an example of the transition of the game state in a general gaming machine. [Figure 4-2-2] It is a diagram showing a variable pattern distribution table selection table. [Figure 4-2-3] It is a diagram showing a winning variable pattern distribution table. [Figure 4-2-4] It is a diagram showing a losing variable pattern distribution table. [Figure 4-3-1] It is a diagram showing the operation modes of each effect means (first half: timing before Fig. 4-3-2) controlled by the main control unit and the effect control unit in the time chart during symbol stop in the normal game state according to an embodiment of the present invention. [Figure 4-3-2] It is a diagram showing the operation modes of each effect means (second half: timing after Fig. 4-3-1) controlled by the main control unit and the effect control unit in the time chart during symbol stop in the normal game state according to an embodiment of the present invention. [Figure 4-4] It is a diagram showing specific examples of the effect modes of each effect means during symbol stop according to an embodiment of the present invention. [Figure 4-5-1] It is a diagram showing the operation modes of each effect means (first half: timing before Fig. 4-5-2) controlled by the main control unit and the effect control unit in the time chart during symbol stop in the advantageous game 1 (high probability game 1) according to an embodiment of the present invention. [Figure 4-5-2] It is a diagram showing the operation modes of each effect means (second half: timing after Fig. 4-5-1) controlled by the main control unit and the effect control unit in the time chart during symbol stop in the advantageous game 1 (high probability game 1) according to an embodiment of the present invention. [Figure 4-6-1]This figure shows the time chart during symbol stopping in advantageous game 2 (high probability game 2) according to an embodiment of the present invention, illustrating the operation patterns of each performance means controlled by the main control unit and the performance control unit (first half: timing before Figure 4-6-2). [Figure 4-6-2] This figure shows the time chart during symbol stopping in advantageous game 2 (high probability game 2) according to an embodiment of the present invention, illustrating the operation patterns of each performance means controlled by the main control unit and the performance control unit (the latter half: timing after Figure 4-6-1). [Figure 4-7] This figure shows specific examples of the performance modes of each performance means during the stopping of the symbols according to the embodiment of the present invention. [Figure 4-8] This figure shows specific examples of symbol stopping timings according to the variation pattern. [Figure 4-8-2] This figure shows specific examples of the timing of symbol stopping and the execution methods of various performance effects in a pachinko machine. [Figure 4-8-3] This figure shows specific examples of reel stopping timing and the execution methods of various performance effects in a pachislo machine (slot machine). [Modes for carrying out the invention]
[0009] The present invention will be described in detail below based on examples. Figures 1-1 and 1-2 are perspective views of the gaming machine 1 shown in this embodiment.
[0010] (Game slot) The gaming machine 1 of this embodiment is composed of a gaming frame 5 comprising a wooden outer frame 2 formed in the shape of a vertically elongated rectangular frame, a synthetic resin inner frame 3 located in front of the outer frame 2, and a synthetic resin front frame 4 located in front of the inner frame 3.
[0011] The inner frame 3 is attached to the outer frame 2 so as to be rotatable and / or detachable via outer frame hinges 6 joined to the upper and lower left end of the outer frame 2, and is locked to the outer frame 2 in the closed position by a locking device 6 located on the lower right end of the game frame 5.
[0012] The front frame 4 is attached to the inner frame 3 so as to be rotatable and / or detachable via inner frame hinges 7 joined to the upper and lower left end of the inner frame 3, and is locked to the inner frame 3 in the closed position by a locking device 6 located on the lower right end of the game frame.
[0013] The inner frame 3 is provided with an inner frame opening 9 for mounting the game board 8, and the inner frame opening 9 has a game board mounting section (not shown) that is provided so that the game board 8 can be attached and detached. When the game board 8 is mounted on this game board mounting section, the front frame opening 10 of the front frame 4 is positioned in front of the game board 8.
[0014] The front frame 4 has a glass plate unit mounting section (not shown) into which a transparent glass plate unit can be attached, corresponding to the front frame opening 10. The glass plate constituting the glass plate unit is transparent, and the game is configured so that the player can see the game board 4 mounted on the inner frame 3 through the glass plate unit from the front of the game frame 5.
[0015] Furthermore, multiple opaque decorative covers 11 and transparent decorative covers 12 are arranged on the outer surface of the front frame opening 10, thereby forming the design shape of the front frame 4. In addition, multiple front frame LED substrates (not shown) with LEDs are arranged inside the transparent decorative covers 12, allowing the player to see the colored light received from the LEDs through the transparent decorative covers 12.
[0016] (Launch handle unit) A launch handle unit 13 is located in the lower right of the game frame 5. This launch handle unit consists of a launch handle 13a, a launch stop button (not shown), a handle touch sensor 13b, a launch intensity adjustment unit (not shown), and a launch handle LED board (not shown) having an LED.
[0017] The launching device allows the player to launch a game ball by touching the launching handle 13a, and the launching distance of the game ball can be adjusted as desired.
[0018] (Center push button unit) A middle-press button unit 14 (performance button unit) that can be operated by the player is located at the lower center of the game frame 5. This middle-press button unit 14 consists of a middle-press button pressing part 14a (operating means), a middle-press button detection switch 14b, a middle-press button position detection switch 14c, a middle-press button movable part (not shown), a middle-press button movable part motor 14d, and a middle-press button LED board (not shown) having an LED.
[0019] The system is configured so that the player can operate the middle button press area 14a to execute or switch predetermined effects (images, lights, sounds, movable parts, etc.).
[0020] (Tray) A tray is located at the lower left side of the game frame 5. The tray consists of an upper tray 15 and a lower tray (not shown). The tray is designed so that players can freely remove game balls and roughly check the number of game balls stored in it.
[0021] (Volume control buttons) A volume control button 16 is located at the lower left of the game frame 5. The volume control button consists of an upper volume button 16a, a lower volume button 16b, an upper volume button switch 16c, and a lower volume button switch 16d (volume button detection switch). When the player operates the upper volume button 16a (or lower volume button 16b), the upper volume button switch 16c (or lower volume button switch 16d) detects the operation, and the output volume from each speaker 19a, 19b, 19c, and 19d can be changed.
[0022] (Light intensity adjustment button) A light intensity adjustment button 17 is located at the lower left of the game frame 5. The light intensity adjustment button 17 consists of an upper light intensity button 17a and a lower light intensity button 17b, an upper light intensity button switch 17c, and a lower light intensity button switch 17d (light intensity button detection switch). When the player operates the upper light intensity button 17a (or lower light intensity button 17b), the upper light intensity button switch 17c (or lower light intensity button switch 17d) detects the operation, and the light intensity of each LED 63a, 64a can be changed.
[0023] (D-pad) A directional pad 18 is located at the lower left of the game frame 5. The directional pad 18 consists of four buttons (up button 18a, right button 18b, down button 18c, left button 18d) arranged in the up, down, left, and right directions, and four button detection switches 49a, 49b, 49c, and 49d (directional pad detection switches) corresponding to each of the up, down, left, and right buttons. By operating any of the up, down, left, or right buttons, the player can execute or switch between predetermined effects (images, lights, sounds, movable parts, etc.) corresponding to each operation.
[0024] (speaker) The game frame 5 has a left-top speaker 19a and a right-top speaker 19b positioned at the top left and right, a left-bottom speaker 19c and a right-bottom speaker 19d positioned at the bottom left and right, and a bottom speaker (not shown) positioned at the bottom right. Each speaker 19a, 19b, 19c, and 19d is for outputting sound effects and other audio, and the bottom speaker in particular is configured to output bass.
[0025] Near the upper left speaker 19a and the upper right speaker 19b, an upper left LED substrate (not shown) and an upper right LED substrate (not shown) are respectively arranged, each having an LED. In addition, the front sides of the upper left speaker 19a and the upper right speaker 19b are provided with a light guide section (not shown) capable of guiding the light from the LEDs, and a transparent speaker cover 19e and speaker cover 19f made of synthetic resin are provided. When the LEDs on the upper left LED substrate or the upper right LED substrate are illuminated, the respective speaker covers 19e and 19f illuminate according to the color of the emitted light.
[0026] Additionally, a left speaker cover 19g and a right speaker cover 19h are provided in front of the left speaker 19c and right speaker 19d, respectively, and these covers 19g and 19h are made of perforated metal.
[0027] Furthermore, a non-transparent lower speaker cover 19I made of synthetic resin is provided on the front side of the lower speaker. This lower speaker cover 19I is located on the rear side of the handle unit 13, and is designed so that when sound is output from the lower speaker, the air pressure associated with the sound output from the lower speaker is transmitted through the lower speaker cover 19I to the player's hand holding the launch handle 13a.
[0028] (Ball dispensing button, return button) A ball dispensing button 20 and a ball return button 21 are located at the lower right side of the game frame 5. When a player operates the ball dispensing button 20, game balls are dispensed into the receiving trays (upper receiving tray 15 and lower receiving tray), and the game ball dispensing process is performed for the player. When a player operates the ball return button 21, a settlement process is performed regarding the remaining game value.
[0029] (Side unit) An inverted L-shaped side unit 22 is detachably positioned on the upper right side of the front frame 4. This side unit 22 consists of a blower device 22a equipped with a blower, a touch device 22b with a touch sensor, a movable side unit (not shown), a movable side unit motor 22c, a side unit position detection switch 22d, and a side unit LED board (not shown) with an LED.
[0030] This side unit 22 is configured to be detachable from the front frame 4 without the use of tools, even when the front frame 4 is open. Specifically, it is designed to be detachable by operating a thumbscrew (not shown) provided on the back of the front frame 4 and extending through from the back to the front, and a clamp (not shown) also provided on the back of the front frame 4 for locking the locking portion 22e provided on the side unit 22. One thumbscrew is located on the upper left side of the front frame, two on the right side of the front frame, and one clamp is located on the upper right side of the front frame.
[0031] Furthermore, an opening 22f is provided on the upper rear side of the side unit 22 to access a connection connector located inside the side unit. Through this opening 22f, the connection harness located on the upper front frame and the connection connector inside the side unit can be connected and disconnected, thereby enabling the electrical connection and disconnection of the side unit 22.
[0032] In this way, by unitizing a portion of the front frame 4 and making the unit relatively easy to replace, the design of the game frame 5 can be changed inexpensively and easily. Furthermore, by simply replacing the unit, it becomes possible to adopt frame designs and functional devices that match the motif of the machine being sold, dramatically increasing the degree of freedom in development.
[0033] Figure 1-3 is a perspective view of the rear side of the gaming machine 1 shown in this embodiment.
[0034] (Ball payout device) A prize ball dispensing device 23 is provided on the upper right side of the back of the gaming machine 1. The prize ball dispensing device 23 consists of a storage tank 23a, a dispensing motor 23b, a ball counting switch 23c, a supply depletion detection switch 23d, a dispensing cassette 23e, a dispensing rotating body (not shown), and a discharge lever (not shown). When the prize ball dispensing device 23 is activated, the game ball dispensing operation is performed, and game balls are dispensed to the player.
[0035] (Circuit board case) At the lower rear of the gaming machine 1, there are several detachable components: a power supply board case 24 housing a power supply board 50; a payout board case 25 housing a payout launch control board 51, positioned on the rear side and overlapping the power supply board case 24 in the front-to-back direction; a main board case 26 housing a main control board 52, located above the main board case 26; and a performance board case 27, located further above the main board case 27 housing a performance IF board 53, an LCD control board 54, an LCD IF board 55, and a ROM board 56. The power supply board case 24 and the payout board case 25 are mounted on the gaming frame 5 side, while the main board case 26 and the performance board case 27 are mounted on the gaming board 8 side. Each board case 24, 25, 26, and 27 is colorless and transparent, allowing for easy viewing of the internal circuit boards.
[0036] The top surfaces of each circuit board case 24, 25, 26, and 27 are molded with case heat dissipation holes 25a, 26a, and 27a to dissipate heat generated from the electronic components inside the circuit board to the outside. The dispenser circuit board case 25, the main circuit board case 26, and the display circuit board case 27 have relatively smaller case heat dissipation holes 25a, 26a, and 27a compared to the power supply circuit board case 24. This is to suppress tampering that would allow access to the electronic components inside the circuit board through the case heat dissipation holes 25a, 26a, and 27a. On the other hand, the power supply circuit board case 24 is provided with relatively large case heat dissipation holes (not shown) to prioritize heat dissipation efficiency.
[0037] Furthermore, each circuit board case 24, 25, 26, and 27 is configured to house each circuit board inside by joining an upper case body and a lower case body. Here, the dispensing circuit board case 25, the main circuit board case 26, and the performance circuit board case 27 are provided with a crimping section (not shown) that seals the upper case body and the lower case body so that they cannot be separated after joining. The crimping section consists of a crimping pin integrally molded with the lower case body, and when joined, the crimping pin is inserted into the upper case body, creating a sealed state that makes it difficult to open. In this way, it is possible to suppress fraudulent activities by making it difficult to open the cases.
[0038] Furthermore, the dispensing substrate case 25 and the main substrate case 26 are further provided with a sealing seal (not shown) and a sealing cutter (not shown), and are configured so that the sealing seal is always destroyed by the sealing cutter when the case is opened. As a result, if the crimped part is destroyed and the case is opened, the sealing seal will also be damaged, making it possible to leave a trace of opening.
[0039] (Back cover) The back of the gaming machine 1 is provided with a transparent resin back cover (not shown) that can be opened and closed. When the back cover is closed, the power supply board case 24 housing the power supply board 50, the payout board case 25 housing the payout launch control board 51, the main board case 26 housing the main control board 52, and the performance board case 27 housing the performance IF board 53, LCD control board 54, LCD IF board 55, and ROM board 56 are arranged to be housed inside the back cover. As a result, each board 50 to 56 is positioned so that it can be seen through the back cover, while also being protected by the back cover.
[0040] Furthermore, the back cover is provided with heat dissipation holes corresponding to the placement of each circuit board, for dissipating heat generated by the electronic components within each circuit board to the outside. In addition to the heat dissipation holes, there is also an opening that allows access to the setting key switch 523 on the main control board 52 when the back cover is closed.
[0041] (External terminal version) An external terminal board 60 is provided on the upper rear of the gaming machine 1. Multiple connectors (connectors 1 to 13) for external output are arranged on the external terminal board 60, and the gaming machine in this embodiment is configured to transmit predetermined external signals to a hall computer (hall facility equipment) via the external terminal board 60.
[0042] Figure 1-4 shows a block diagram of the control system of the gaming machine 1 shown in this embodiment.
[0043] (Block diagram) The gaming machine 1 shown in this embodiment is mainly composed of a power supply board 50 that generates and supplies the necessary power to each board of the gaming machine 1 from an external power source, a payout and launch control board 51 that controls payouts by the prize ball payout device 23 and the launch of game balls based on the amount of operation of the launch handle unit 13 (launch handle 13a), a main control board 52 that comprehensively controls the game operation, and an effect IF board 53, a liquid crystal control board 54, a liquid crystal IF board 55, and a ROM board 56 that execute the effect operations. In Figure 1-4, the connection relationships between each board are shown with arrows, and as shown, a single-sided arrow indicates one-way communication, and a double-sided arrow indicates two-way communication (the direction of the arrow indicates the direction of communication). Similarly, the connection relationships of electronic components (switches, sensors, solenoids, motors, speakers, devices, units, display devices, etc.) connected to each board are also shown. Furthermore, the circuit boards and electronic components enclosed by dotted lines as frame-side mounting components are indicated to be mounted on the game frame 5 side of the game machine 1, while the other circuit boards and electronic components are indicated to be mounted on the game board 8 side of the game machine 1. Details of each are described below.
[0044] (Power supply board) The power supply board 50 is equipped with a power switch 500, which allows the gaming machine to receive external AC power (such as 100V from commercial power or 24V transformed by a transformer) by operating the power switch 500. The power supply board 50 has a rectifier circuit to convert the received AC power into DC power, and a conversion circuit to convert the generated DC power into a predetermined DC voltage. The power supply board 50 is connected to the payout launch control board 51, the main control board 52, and the performance IF board 53 via connectors, and supplies DC power of a predetermined voltage converted by the conversion circuit to each board 51 to 56. This DC power includes a backup power supply, and the backup power supply is supplied to the payout launch control board 51 via the main control board 52 and the backup board 61, so that backup processing can be performed in the main control CPU 520 of the main control board 52 and the payout control CPU 510 of the payout launch control board 51.
[0045] Furthermore, the power supply board 50 has a power supply monitoring unit that monitors the on / off of AC power, and is configured to output a power supply abnormality signal when the power supply monitoring unit detects an interruption of AC power. This power supply abnormality signal is output to the dispensing and firing control board 51 and the main control board 52, and is used in the processing by the dispensing control CPU 510 of the dispensing and firing control board 51 and the main control CPU 520 of the main control board 52 to determine a power supply abnormality.
[0046] (Control board) The boards that perform various controls related to the game include a payout launch control board 51, a main control board 52, a performance IF board 53, a liquid crystal control board 54, a liquid crystal IF board 55, and a ROM board 56.
[0047] The payout and launch control board 51 is a board that primarily controls the payout and launch of game balls, and is equipped with a payout control unit 510 (payout control means) which is a one-chip microcontroller having a CPU core (payout control CPU 510) and built-in memory (built-in ROM, built-in RWM). The payout control unit 510 is positioned so that it can be seen from the outside of the payout board case 25.
[0048] The main control board 52 is a board that comprehensively controls gameplay and is equipped with a main control unit 520 (main control means) of a one-chip microcontroller having a CPU core (main control CPU 520) and built-in memory (built-in ROM, built-in RWM), a performance indicator LED 521, an RWM clear switch 522, and a setting key switch 523. The RWM clear switch 522 and the setting key switch 523 are provided in a manner that allows them to be operated from the outside of the main board case 26, and the main control unit 520 and the performance indicator LED 521 are positioned in a manner that allows them to be seen from the outside of the main board case 26.
[0049] The performance IF board 53, LCD control board 54, LCD IF board 55, and ROM board 56 (collectively referred to as the performance control board) are boards that control various performance means (speakers 19a, 19b, 19c, 19d, LEDs 63a, 64a, movable motors 14d, 22c, 30, LCD unit 31) to execute performance operations. The performance IF board 53 includes a movable IC 530 for controlling movable parts (middle button movable part, side unit movable part, panel-side movable part (lower movable part 30a, upper movable part 30b)), an audio IC 531 for controlling the output sound of speakers 19a, 19b, 19c, 19d, and audio data The LCD control board 54 is equipped with an audio ROM 532 for memory storage, and the LCD control board 54 is equipped with a performance control unit 540 (performance control CPU, performance control means), a VDP circuit 541, and a control ROM 542 that stores the program for processing by the performance control unit 540. In addition, the ROM board 56 is equipped with a performance ROM 560 (CGROM) for storing image data. The performance IF board 53, LCD control board 54, LCD IF board 55, and ROM board 56 are each connected by drawer connectors 32, and each board is assembled together and housed in a common board case (performance board case 27).
[0050] (Dispensing Control Unit) The payout control unit 510 is configured to include an 8-bit microprocessor payout control CPU, a ROM for storing game-related programs and data, and an RWM having a work area for storing game information and a stack area for storing a stack pointer.
[0051] Although not shown in the diagram, the payout control unit 510 also includes a clock generation circuit for generating an internal clock, a WDT (watchdog timer) for monitoring program stoppage or runaway and resetting the payout control unit 510 and its internal functions, a PTC (timer circuit) for counting timer values and outputting an interrupt request signal when a predetermined value is reached, an interrupt controller capable of executing an interrupt processing program by receiving an interrupt request signal from the PTC, a serial communication circuit (asynchronous serial communication circuit) for serial communication with the outside world, parallel input / output ports for parallel communication with the outside world, a reset controller for generating multiple types of resets (system reset occurring when the power supply to the payout control unit 510 drops, WDT reset by the WDT, and user reset occurring when it is determined that there has been access to a program-protected area), and built-in function registers for controlling these functions.
[0052] The main role of the payout control unit 510 is to receive lending commands from the game ball lending device 33 and payout control commands from the main control unit 520, and to execute payout control of the prize ball payout device 23 for lending game balls and awarding prize balls.
[0053] (Dispensing and firing control board) The payout and launch control board 51 receives power from the power supply board 50 and is electrically connected to switches (ball counting switch 23c, supply depletion detection switch 23d, launch stop switch 34, frame release switch 35, ball jam detection switch 36), drive sources (payout motor 23b, launch solenoid 37a, ball feeding solenoid 37b), sensors (handle touch sensor 13b), various boards (power supply board 50, main control board 52, external terminal board 60, backup board 61, frequency display board 62), and external devices (game ball dispensing device 33) via relay boards (not shown) as needed.
[0054] As a result, the payout control unit 510 is mainly able to receive lending request signals from the game ball lending device 33 and prize ball signals (prize ball commands) from the main control unit 520. Based on the reception of these signals, it drives the payout motor 23b to control the payout of game balls by the prize ball payout device 23. It also plays a role in controlling the launch when the launch handle 13a is operated by the player, by driving the launch solenoid 37a and the ball feeding solenoid 37b based on the detection by the handle touch sensor 13b.
[0055] Furthermore, the dispensing control unit 510 is configured to have the following functions (1) to (6). (1) Based on the detection of an abnormality in the supply shortage detection switch 23d, it is possible to determine that there is a shortage of game balls to be dispensed. (2) Based on the detection of an abnormality by the ball jam detection switch 36, it is possible to determine that the lower tray is full. (3) Based on the detection of an abnormality in the ball counting switch 23c, it is possible to determine if an excessive number of game balls have been dispensed. (4) Based on the detection of the frame release switches 35a and 35b, it is possible to determine whether the inner frame 3 or the front frame 4 is open. (5) Based on the detection of the launch stop switch 34, the launch of the game ball by the launch handle unit 13 is stopped by de-energizing the launch solenoid 37a. (6) It is possible to determine that switches 23c, 23d, 34, 35a, 35b, and 36 are disconnected.
[0056] The dispensing control unit 510 is configured to transmit information to the main control unit 520 when it detects signals from the ball counting switch 23c, the supply depletion detection switch 23d, the frame release switches 35a and 35b, and the ball jam detection switch 36. Furthermore, when the power is turned on, it is configured to transmit a dispensing communication signal to the main control unit 520 indicating that it has started up normally once the dispensing control CPU has finished starting up.
[0057] The payout control unit 510 receives backup power supplied from the backup board 61, enabling it to store the contents of the built-in RWM even when the power is cut off, thereby enabling backup restoration when the power is turned on.
[0058] (Ball payout device 2) The payout control of the prize ball payout device by the payout control unit 510 will be described in detail. Game balls supplied from the replenishment device (hall equipment installed to supply game balls to the storage tank 23a) are guided through the storage tank 23a at the top of the game frame 5 and through the inclined storage ball alignment passage 23f, which is provided so that the game balls roll in a line to the payout cassette 23e located on the right rear side of the game frame 5. Once the game balls reach the payout cassette 23e, they come into contact with the payout rotating body (not shown) inside the payout cassette 23e and remain stationary until the payout operation is performed. With the leading game ball stationary in this way, the subsequent game balls accumulate in the storage ball alignment passage 23f and the storage tank 23a. This completes the loading of game balls into the game machine.
[0059] When a player operates the ball dispensing button 20 and a dispensing signal is sent to the payout control unit 510, the payout control unit 510 sends a motor control signal to the payout motor 23b located in the payout cassette 23e. Similarly, when a game ball passes through the prize slot switches 38a, 39a, 40a, 42a, 43a, 44a, and 45a of each prize slot 38, 39, 40, 41, 42, 43, 44, and 45 located in the game area 8a of the game board 8, and a prize slot signal is sent to the main control unit 520, and the main control unit 520, having received the prize slot signal, sends a prize ball signal to the payout control unit 510, the payout control unit 510 also sends a motor control signal to the payout motor 23b located in the payout cassette 23e. This executes the game ball dispensing operation.
[0060] When the payout motor 23b is driven, the payout rotating body rotates 90 degrees in conjunction with the motor's operation. This guides the game balls that are in contact with the payout rotating body toward the payout passage. Furthermore, as the game balls that were in contact are guided toward the payout passage, subsequent game balls that had been accumulating come into contact with the payout rotating body anew.
[0061] A ball counting switch 23c is installed in the payout passage. When the ball counting switch 23c detects a game ball, a ball counting signal is transmitted to the payout control unit 510. Upon receiving the ball counting signal, the payout control unit 510 is able to count the dispensed game balls. The payout control unit 510 drives the payout motor 23b and the payout rotating body until the number of game balls detected by the ball counting switch 23c reaches the predetermined number of balls to be dispensed. Once the number of balls to be dispensed is reached, the payout operation is terminated.
[0062] A supply depletion detection switch 23d is provided in the ball storage alignment passage 23f. When the supply depletion detection switch 23d enters a detection state (a state in which no balls are detected), a supply depletion signal is sent to the payout control unit 510. Upon receiving the supply depletion signal, the payout control unit 510 sends a motor control signal to the payout motor 23b, stopping the drive of the payout motor 23b. This configuration prevents payout operations from occurring when the gaming machine is not sufficiently loaded with game balls.
[0063] Furthermore, the payout cassette 23e is equipped with a discharge lever positioned upstream of the payout rotating body, which guides the game balls inside the payout cassette 23e toward the discharge passage. When the discharge lever is operated, the game balls accumulated in the payout cassette 23e are guided toward the discharge passage and discharged through the discharge passage to the outside of the game machine 1 through the game ball discharge port at the lower rear of the game machine 1. As long as the discharge lever is operated, all the game balls accumulated in the storage ball alignment passage 23f and the storage tank 23a are guided toward the payout passage, making it possible to put the game machine 1 into an unloaded state. Incidentally, game balls that are in contact with the payout rotating body and game balls that are accumulated between the payout lever and the payout rotating body remain without being guided toward the discharge passage.
[0064] (Ball dispensing button, return button 2) The ball lending control by the payout control unit 510 will be described in detail. The ball lending button 20 and the return button 21 are provided on the frequency display board 62. When a player operates the ball lending button 20, a lending signal is sent to the game ball lending device 33 installed on the hall facility side. When the game ball lending device 33 receives the lending signal, it outputs a lending request signal to the payout control unit 510. When the payout control unit 510 receives the lending request signal, it executes the lending process for a predetermined number of game balls. As a result, game balls are dispensed into the tray and the game balls are lent to the player.
[0065] The frequency display board 62 is equipped with a frequency indicator 62a in addition to the ball dispensing button 20 and the return button 21. The frequency indicator 62a displays the remaining balance information of the money, etc., that the player has inserted into the game ball dispensing device 33. When the player operates the ball dispensing button 20, the aforementioned dispensing process is performed, and the game ball dispensing device 33 updates the balance information on the frequency indicator 62a. On the other hand, when the player operates the return button 21, the game ball dispensing device 33 clears the balance information on the frequency indicator 62a, and settles the remaining game value balance with the player.
[0066] (Tray 2) The control of launching game balls from the receiving tray by the payout control unit 510 will be described in detail. The upper receiving tray 15 is formed to store the dispensed game balls and the game balls inserted by the player, and has an alignment passage in which the stored game balls are lined up in a row. An electrostatic shield plate for preventing static electricity is provided at the location where the game balls are lined up in a row. The alignment passage is connected to a ball feeding cassette 23e driven by a ball feeding solenoid 37b, so that the game balls stored in the upper receiving tray 15 are supplied to the ball feeding cassette 23e.
[0067] When the ball feeding solenoid 37b is energized by the payout control unit 510, the ball feeding cassette 23e is driven to supply game balls from the alignment passage to the launch rail (not shown). Furthermore, when the launch solenoid 36 is energized by the payout control unit 510, the game balls loaded on the launch rail are launched by a hammer.
[0068] The upper tray 15 has an upper tray ball removal section, which is composed of a ball removal button 48 and a ball removal shutter (not shown). When the ball removal button 48 is operated, the ball removal shutter opens, guiding the game balls stored in the upper tray 15 to the lower tray. When the ball removal button 48 is no longer operated, the ball removal shutter closes.
[0069] The lower tray is designed to store the game balls that have been dispensed, game balls that are guided in when the upper tray 15 is full and can no longer be stored, game balls that are guided in when the ball release shutter opens, game balls launched from the launch rail, and game balls that do not reach the game area 8a formed on the game board 8 (foul balls). Incidentally, game balls that do not reach the game area 8a are guided to the lower tray by passing through the foul ball passage.
[0070] Furthermore, the lower tray has a lower tray ball removal section, which is composed of a ball removal lever (not shown). When the ball removal lever is operated in the opening direction, an opening is formed in a part of the lower tray, and the game balls stored in the lower tray are discharged to the outside of the game machine 1. When the ball removal lever is operated in the closing direction, the opening is closed by the ball removal lever.
[0071] Furthermore, a ball jam detection switch 36 is provided in the supply passage that supplies game balls to the lower tray. If game balls continue to be supplied even when the lower tray is full, game balls will accumulate in the supply passage. When the ball jam detection switch 36 detects the accumulated game balls, it sends a full-tray detection signal to the payout control unit 510. When the payout control unit 510 receives the full-tray detection signal, it temporarily stops the game ball payout operation and sends a lower tray full signal to the main control unit 520. When the main control unit 520 receives the lower tray full signal, it sends a lower tray full error notification command to the performance control unit 540. As a result, the performance control unit 540 is configured to notify the lower tray when it is full.
[0072] (Launch handle unit 2) The launch control of the launch handle unit 13 by the payout control unit 510 will be described in detail. When a player touches the launch handle 13a, the handle touch sensor 13b detects the player's operation and transmits a handle touch sensor signal to the payout control unit 510. Upon receiving this handle touch sensor signal, the payout control unit 510 becomes energized to the launch solenoid 37a and the ball feeding solenoid 37b.
[0073] The launch intensity adjustment unit detects changes in resistance values corresponding to the amount the launch handle 13a is operated, and transmits the detection result to the payout control unit 510. Upon receiving the detection result, the payout control unit 510 energizes the launch solenoid 37a with a current value corresponding to the changed resistance value. In this way, the launch distance of the game ball changes as the current value received by the launch solenoid 37a changes, allowing the player to arbitrarily adjust the distance the game ball is launched.
[0074] Furthermore, when the ball-feeding solenoid 37b is energized, game balls are supplied to the launch rail (not shown), and the aforementioned launch solenoid 37a drives the game balls loaded onto the launch rail, which are then launched by a hammer (configuration of the launching device). In this way, the payout control unit 510 repeatedly energizes the device, enabling it to launch 99.9 game balls at a rate of one per minute. Note that the game balls are supplied to the launch rail one at a time.
[0075] When the launch stop button is operated, a launch stop switch signal is sent to the payout control unit 510. When the payout control unit 510 receives the launch stop switch signal, the launch solenoid 37a is de-energized, and the launch of the game balls stops. Even if the launch handle 13a is not operated, the launch stop switch signal is sent to the payout control unit 510 by the launch stop switch 34.
[0076] Furthermore, if the game ball dispensing device 33 is not connected or if the launch control signal transmitted from the main control unit 520 is OFF, the payout control unit 510 is configured to stop power supply to the launch solenoid 37a.
[0077] Furthermore, by configuring the system so that the aforementioned handle touch sensor signal is transmitted not only to the payout control unit 510 but also to the performance control unit 540, the performance control unit 540 is configured to control the illumination of the LEDs on the launch handle LED board when it receives the handle touch sensor signal.
[0078] (Frame release switch) The information transmission from the payout control unit 510 to the main control unit 520 will be described in detail. The inner frame 3 is equipped with a front frame open switch 35a that detects the opening of the front frame 4, and an inner frame open switch 35b that detects the opening of the inner frame 3 itself relative to the outer frame 2. When the front frame 4 is in an open state, a front frame open signal is transmitted from the front frame open switch 35a to the payout control unit 510. Upon receiving the front frame open signal, the payout control unit 510 transmits a door / frame open signal to the main control unit 520. Upon receiving the door / frame open signal, the main control unit 520 transmits a door / frame open error notification command to the performance control unit 540. This configuration ensures that the performance control unit 540 issues an error notification when the front frame 4 is in an open state.
[0079] Furthermore, when the inner frame 3 is open relative to the outer frame 2, an inner frame open signal is transmitted from the inner frame open switch 35b to the payout control unit 510. Upon receiving the inner frame open signal, the payout control unit 510 transmits a door / frame open signal to the main control unit 520. Upon receiving the door / frame open signal, the main control unit 520 transmits a door / frame open error notification command to the performance control unit 540. This configuration ensures that when the front frame 4 is open, the performance control unit 540 issues a door / frame open error notification. In this configuration, the information transmitted by the payout control unit 510 to the main control unit 520, and by the main control unit 520 to the performance control unit 540, as well as the error notification issued by the performance control unit 540, are the same regardless of whether the front frame 4 or the inner frame 3 is open.
[0080] (Main control unit) The main control unit 520 is configured to include an 8-bit microprocessor main control CPU, a ROM for storing programs and data related to the game, and an RWM having a work area for storing game information and game performance information, and a stack area for storing a stack pointer.
[0081] In addition to the game-related programs and data, the ROM stores ROM comments where arbitrary data such as the program title and version can be set, a vector table for setting the starting address of the call destination used in a predetermined instruction processing (call instruction), and HW parameters for setting parameters for hardware-level configuration of the internal functions of the main control unit 520.
[0082] Although not shown in the diagram, the main control unit 520 also includes a clock generation circuit for generating an internal clock, four types of random number circuits for generating random values (8-bit fixed-length random number circuit, 16-bit fixed-length random number circuit, 8-bit variable-length random number circuit, and 16-bit variable-length random number circuit), a WDT (watchdog timer) for monitoring program stoppage or malfunction and resetting the main control unit 520 and its internal functions, a CTC (counter timer) for counting timer values and outputting an interrupt request signal when a predetermined value is reached, an interrupt controller capable of executing an interrupt processing program by receiving an interrupt request signal from the CTC, a serial communication circuit (asynchronous serial communication circuit and synchronous serial communication circuit) for serial communication with the outside world, a reset controller for generating multiple types of resets (system reset that occurs when the power supply to the main control unit 520 drops, WDT reset by the WDT, periodic reset that occurs based on the setting of HW parameters, and illegal access reset that occurs when it is determined that there has been unauthorized access to the access prohibited area of ROM or RWM), and built-in function registers for controlling these functions.
[0083] Furthermore, the main control unit 520 uses the 16-bit variable-length random number circuit, one of the four types of random number circuits for generating random values, as a random number for determining the jackpot (0 to 65535). It then executes the jackpot lottery process by determining whether the random value obtained from the 16-bit variable-length random number circuit falls within a predetermined range.
[0084] The main role of the main control unit 520 is to manage all aspects of game operation, such as the jackpot lottery process, and to perform abnormality detection of the game machine 1. Furthermore, when necessary, it sends payout control commands to the payout control unit 510 and performance control commands to the performance control unit 540, thereby controlling the operation of peripheral devices controlled by the payout control unit 510 and the performance control unit 540 as needed. Incidentally, commands are sent and received via serial bidirectional communication with the payout control unit 510, and commands are sent via parallel unidirectional communication with the performance control unit 540.
[0085] (Main control board) The main control board 52 receives power from the power supply board 50 and is electrically connected to switches (special symbol 1 start gate switch 38a, special symbol 2 start gate switch 39a, prize gate switches 40a, 42a, 43a, big prize gate switches 44a, 45a, right gate switch 46a, out switch 47a), drive sources (big prize gate opening / closing solenoids 70, 71, special symbol 2 start gate opening / closing solenoid 72), various sensors (magnetic sensor 73, radio wave sensor 74, vibration sensor 75), various circuit boards (power supply board 50, payout launch control board 51, performance IF board 53), and display devices (symbol display device 76), via relay boards (not shown) as needed.
[0086] As a result, the main control unit 520 can receive detection signals from the special symbol 1 start switch 38a, the special symbol 2 start switch 39a, the prize slot switches 40a, 42a, 43a, the large prize slot switches 44a, 45a, and the right gate switch 46a (normal symbol start switch), and can determine if a game ball has entered any of the prize slots 38, 39, 40, 41, 42, 43, 44, or 45. After this determination, if it is necessary to award prize balls, the main control unit 520 sends a prize ball signal to the payout control unit 510, and a predetermined number of game balls (prize balls) are paid out to the player.
[0087] Furthermore, the main control unit 520 is configured to detect fraudulent activities using magnets, radio waves, and shocks by receiving detection signals from the magnetic sensor 73, radio wave sensor 74, and vibration sensor 75.
[0088] Furthermore, the main control unit 520 is configured to drive the large prize opening opening / closing solenoids 70, 71 and the special symbol 2 start opening / closing solenoid 72 to displace the opening / closing plates 44b, 45b of the large prize openings 44, 45 and the movable piece 39b of the special symbol 2 start opening 39, thereby controlling the opening and closing to make it easy or difficult (or impossible) for game balls to enter the large prize openings 44, 45 and the special symbol 2 start opening 39.
[0089] Furthermore, the main control unit 520 can determine the number of game balls launched into the game area 8a by receiving the detection signal from the out switch 47a.
[0090] Furthermore, the main control unit 520 transmits display information to the symbol display device 76 to control the display of information related to the variation of special symbol 1, variation of special symbol 2, memory display of special symbol 1, memory display of special symbol 2, variation of normal symbol, memory display of normal symbol, right-hand play display, round display, and status display.
[0091] (RWM clear switch) The RWM clear switch 522 is provided so as to be accessible from the outside of the main board case 26, and is configured to switch to the ON state when pressed and the OFF state when not pressed.
[0092] The RWM clear switch 522 is determined in the main control CPU program to be ON / OFF, which is one of the conditions for executing the following processes: initialization process to initialize the built-in RWM area when the power is turned on, setting change process (S1006) to change the jackpot probability to multiple levels (6 levels from setting 1 to setting 6), and setting confirmation process (S1013) to check which setting level (setting value) is currently set to.
[0093] When the power is turned on, the main control unit 520 determines whether the RWM clear switch 522 is pressed or not. If it is determined to be pressed, it executes the built-in RWM initialization process. If it is determined to be not pressed, it checks the contents of the backup flag to determine whether the contents of the built-in RWM are normal or not. (It may also be determined using a checksum.) If the contents of the built-in RWM are determined to be normal as a result, it returns to the state before the power was cut off, and if it is determined to be abnormal, it executes the built-in RWM initialization process.
[0094] Furthermore, the dispensing control unit 510 also determines whether the RWM clear switch 522 provided on the main control board 52 is pressed when the power is turned on. If it is determined that it is pressed, the built-in RWM initialization process is executed. If it is determined that it is not pressed, the contents of the checksum are checked to determine whether the contents of the built-in RWM are normal. (A backup flag may be used for this determination.) If the contents of the built-in RWM are determined to be normal, the system returns to the state before the power was cut off; if it is determined to be abnormal, the built-in RWM initialization process is executed.
[0095] (Setting key switch) The setting key switch 523 (setting operation means) is provided so as to be accessible from the outside of the main board case 26, and is configured so that the ON / OFF state can be switched by inserting a setting key into the keyhole portion of the setting key switch 523 and rotating it.
[0096] The setting key switch 523 is set in the main control CPU's program as one of the conditions for executing either a setting change process (S1006) to change the jackpot probability to multiple levels (6 levels from setting 1 to setting 6) or a setting confirmation process (S1013) to check which setting level (setting value) is currently set to, based on whether the ON / OFF state is determined.
[0097] The setting key is required to perform the setting change process (S1006) or the setting confirmation process (S1013), thus preventing anyone other than hall staff from easily changing or confirming the setting. Furthermore, the setting change process (S1006) or the setting confirmation process (S1013) may be configured to be executable even if there is only one jackpot probability (setting 1 only), as long as the execution conditions are met.
[0098] (Performance display LED) The performance indicator LED 521 (performance indicator monitor, performance indicator means) is positioned on the main control board 52 in a manner that allows it to be seen from the outside of the main board case 26, and is composed of a collection of multiple 7-segment displays (4 units). Depending on the situation, the performance indicator LED 521 functions as a display means for displaying the following (1) to (3). (1) It functions as a setting display means that displays setting information related to the setting stage of the jackpot probability while the settings are being changed (S1006) or while the settings are being confirmed (S1013). (2) When it is determined that there is an abnormality in the RWM memory contents when the power is turned on and an RWM error state (S1008) is entered, it functions as an RWM error indicator means that displays information ("E") indicating that an RWM error state is in place. (3) After power is turned on, in cases other than those described in (1) and (2) above, it functions as a performance display means that displays the base value ((number of payouts in low probability low base state ÷ number of outs in low probability low base state) × 100).
[0099] (1) Function of the setting display means Corresponding to the setting stage (stages 1 to 6), the numerical values "1" to "6" are displayed as setting information on the performance display LED 521 (displayed on one of the multiple 7-segment displays). During setting change (S1006), the system is configured to display setting information with dot points added, such as "1." to "6.", to indicate that the setting information is still in an undetermined change state. On the other hand, during setting confirmation (S1013), the system is configured to display setting information "1" to "6" (without dot points) because the setting information is already determined.
[0100] (2) Function of RWM abnormality display means During an RWM error (S1008), the system is configured to display the error information "E" to indicate that an RWM error is occurring. The error information "E" will always be displayed as long as the RWM error persists.
[0101] (3) Function of performance display means The number of balls dispensed, which is necessary information for calculating the base value, is the total number of game balls dispensed as prize balls when a ball enters one of the various prize slots (Special Symbol 1 Start Slot 38, Special Symbol 2 Start Slot 39, Upper Left Prize Slot 40, Middle Left Prize Slot 41, Lower Left Prize Slot 42, Right Prize Slot 43, Large Upper Prize Slot 44, Large Lower Prize Slot 45). Special Symbol 1 Start Slot 38 dispenses 1 prize ball, Special Symbol 2 Start Slot 39 dispenses 1 prize ball, Upper Left Prize Slot 40 dispenses 5 prize balls, Middle Left Prize Slot 41 dispenses 5 prize balls, Lower Left Prize Slot 42 dispenses 5 prize balls, Right Prize Slot 43 dispenses 2 prize balls, Large Upper Prize Slot 44 dispenses 15 prize balls, and Large Lower Prize Slot 45 dispenses 10 prize balls.
[0102] Furthermore, the number of outs, which is information necessary for calculating the base value, is the number of game balls detected by the out switch 47a when they are finally ejected after passing through the out opening 47 and the prize openings 38, 39, 40, 41, 42, 43, 44, and 45 after being launched into the game area 8a (≒ the number of game balls launched into the game area).
[0103] Regarding the base value ((number of payouts in low-probability, low-base state ÷ number of outs in low-probability, low-base state) × 100), the system is configured to display the currently measured real-time base value, the first cumulative base value measured one time ago, the second cumulative base value measured the second time, and the third cumulative base value measured three times ago.
[0104] Furthermore, of the four 7-segment displays configured as performance display means, two displays are used as identification segments, and the remaining two displays are used as ratio segments. For example, when displaying the real-time base value, "bL." is displayed as the identification segment and "Base Value" is displayed as the ratio segment.
[0105] Furthermore, when displaying the first cumulative base value, "b1." is displayed as the identification segment and "base value" as the ratio segment; when displaying the second cumulative base value, "b2." is displayed as the identification segment and "base value" as the ratio segment; and when displaying the third cumulative base value, "b3." is displayed as the identification segment and "base value" as the ratio segment. The performance display means displays the real-time base value → first cumulative base value → second cumulative base value → third cumulative base value for 5 seconds each, and repeats this cycle to repeatedly display each base value.
[0106] Here, each base value is a value aggregated for every 60,000 cumulative payouts in all game states (low probability low base state, low probability high base state, high probability low base state, high probability high base state, and jackpot game state). Specifically, if the cumulative payout reaches 60,000 during the measurement of the real-time base value, the value of the second cumulative base value is stored as the third cumulative base value (the value of the old third cumulative base value is discarded), the value of the first cumulative base value is stored as the second cumulative base value, and the real-time base value information is stored as the first cumulative base value. Then, the measurement of the real-time base value is restarted until the cumulative payout reaches 60,000 again.
[0107] When measuring the real-time base value, the display of the real-time base value is configured to blink until the cumulative number of outs reaches 6000 (0 to 5999), and then to remain lit after reaching 6000. The reason for blinking until the cumulative number of outs reaches 6000 is to indicate that the base value may be temporarily unstable (temporarily fluctuating upwards or downwards in a short period) during periods when the cumulative number of outs is low, thus indicating that unreliable data is likely to be generated.
[0108] As mentioned above, the first to third cumulative base values are accumulated by repeatedly measuring the real-time base value every 60,000 units. However, if the first to third cumulative base values have not yet been accumulated, "--" will be displayed to indicate that there are no values.
[0109] Furthermore, from the initial power-on until the total number of outs in all game states reaches 300, the real-time base value and the 1st to 3rd cumulative base values will all be displayed as "--". This is for the same reason as mentioned above: the base value is temporarily unstable during periods when the cumulative number of outs is low.
[0110] (External terminal board 2) The external terminal board 60 is connected to the main control unit 520 via the dispensing and firing control board 51, and is configured to transmit information to the hall computer (hall facility equipment) when the main control unit 520 outputs an external terminal signal related to predetermined external output information.
[0111] The external terminal board 60 is provided with multiple output terminals, and is configured to output external signals from different output terminals depending on the content of multiple types of external output information output from the main control unit 520. This makes it possible to transmit information individually to the hall computer HC.
[0112] (Production Control Unit) The performance control unit 540 is configured to include a 32-bit microprocessor performance control CPU, a ROM 542 that stores programs and data related to game performances, and an RWM having a work area for storing information related to game performances and a stack area for storing a stack pointer.
[0113] The performance control unit 540 is composed of a composite chip that incorporates a VDP circuit 541 (drawing circuit) having a drawing function for drawing image data to be displayed on the LCD unit 31 (image display means), a sound circuit having a sound playback function, an LED circuit having an LED lighting function, a motor circuit having a motor drive function, and a WDT circuit for resetting the performance control unit 540 and its internal functions. In this embodiment, only the VDP circuit 541 (drawing circuit) is used, and for sound playback and motor drive, the sound IC 532 and movable part IC 531 located on the performance IF board 53 are used to realize performances using speakers 19a, 19b, 19c, 19d and movable parts (middle button movable part, side unit movable part, panel-side movable part (lower movable part 30a, upper movable part 30b)). In addition, although not shown, an external WDT circuit provided on the liquid crystal control board 54 is used for the WDT circuit.
[0114] Furthermore, the performance control unit 540 is configured to include a built-in VRAM used by the VDP circuit 541 (drawing circuit) to generate image data for display on the image display means 31; a preloader circuit that accesses the performance ROM 560 (CGROM) prior to the drawing operation by the VDP circuit 541 (drawing circuit) and performs a preload operation to transfer a display list DL containing image data and drawing content to the built-in VRAM or an external DRAM (mounted on the liquid crystal control board 54); a decoder circuit that decodes compressed image data read from the performance ROM 560 (CGROM); a display circuit that reads the image data drawn in the frame buffer area provided in the built-in VRAM, performs appropriate image processing if necessary, and then outputs the display image data to the LCD unit 31; and an LVDS conversion circuit that converts the data to be output to the LCD unit 31 into an LVDS signal and transmits it.
[0115] In addition, the effect control unit 540 incorporates a DMAC circuit (Direct Memory Access Controller) that can transfer data (program data, variable data, lamp data, sound data, motor data, display list) without going through the effect control CPU.
[0116] Also, the effect control unit 540 is configured to be able to appropriately acquire timekeeping information from an RTC circuit (mounted on the liquid crystal control board 54) having a timekeeping function.
[0117] The main role of the effect control unit 540 is to receive an effect control command from the main control unit 520, and based on the received effect control command, select the effect content, control the display of the image display means 31 using the VDP circuit 541 (drawing circuit), control the sound by the speakers 19a, 19b, 19c, 19d using the audio IC 532, control the light emission of the board side LED 63a on the board side LED board 63 and the frame side LED 64a on the frame side LED board 64, and control the drive of the moving objects (the middle push button moving object, the side unit moving object, the board side moving objects (the lower moving object 30a, the upper moving object 30b)) using the moving object IC 531. By combining various effect controls by the effect control unit 540 in a time series according to the effect scenario, effect patterns such as symbol variation effects and preview effects are realized.
[0118] Note that the effect control command from the main control unit 520 is formed by a 2-byte configuration of a 1-byte upper command (MODE) and a lower command (EVENT). When there is a command to be transmitted, the main control unit 520 first transmits a first strobe signal to the effect control unit 540, and then transmits the upper command (MODE). After a predetermined time has elapsed since the transmission of the upper command (MODE), a second strobe signal is transmitted to transmit the lower command (EVENT).
[0119] Meanwhile, the performance control unit 540 generates an interrupt for command reception when it receives the first strobe signal from the main control unit 520, and executes the reception process for the higher-level command (MODE). Similarly, when it receives the second strobe signal, it generates an interrupt for command reception and executes the reception process for the lower-level command (EVENT). In this way, by executing the reception process for performance control commands via interrupt processing, the command reception process is not interfered with by the execution of other program processes, and reception errors due to the complexity of program processes are prevented.
[0120] (Performance IF board, LCD control board, LCD IF board, ROM board) The performance IF board 53, LCD control board 54, LCD IF board 55, and ROM board 56 (collectively referred to as the performance control board) receive power from the power supply board 50 and are electrically connected to switches (center button position detection switch 14c, side unit position detection switch 22d, volume / brightness button detection switches 16c, 16d, 17c, 17d, cross button detection switches 49a, 49b, 49c, 49d, panel-side movable part position detection switch 77), drive sources (side unit movable part motor 22c, center button movable part motor 14d, panel-side movable part motor 30), various devices (blower device 22a, touch device 22b, LCD unit 31), and various boards (power supply board 50, main control board 52, panel-side LED board 63, frame-side LED board 64) via intermediate boards (not shown) as needed. (Boards equipped with LEDs, such as the panel-side LED board 63 and frame-side LED board 64, are collectively referred to as decorative boards.)
[0121] As a result, the performance control unit 540 is configured to receive detection signals from the middle button position detection switch 14c, the volume / brightness button detection switches 16c, 16d, 17c, 17d, and the cross button detection switches 49a, 49b, 49c, 49d, thereby enabling it to detect when each button has been operated.
[0122] Furthermore, the performance control unit 540 is configured to receive detection signals from the middle button position detection switch 14c, the side unit position detection switch 22d, and the control panel movable part position detection switch 77, thereby enabling it to perform drive control while understanding the movable positions of the movable parts (middle button movable part, side unit movable part, and control panel movable parts (lower movable part 30a, upper movable part 30b)). In addition, if it is determined that there is a problem with the movable position of the movable parts (middle button movable part, side unit movable part, and control panel movable parts (lower movable part 30a, upper movable part 30b)) based on the detection signals from each position detection switch 14c, 22d, and 77, it will restart the movement until detection signals are received again from each position detection switch 14c, 22d, and 77, or it will perform a predetermined error notification regarding the abnormality of the movable part.
[0123] Furthermore, the performance control unit 540 is configured to execute movable performance actions using movable parts (movable middle button, movable side unit, and movable panel parts (lower movable part 30a, upper movable part 30b)) by driving the movable motor 22c of the side unit, the movable motor 14d of the middle button, and the movable motor 30 of the play surface.
[0124] Furthermore, the performance control unit 540 is capable of blowing air for performance purposes from the air outlets provided in the side unit 22 by driving the blower device 22a. In addition, by driving the touch device 22b, it is configured to execute predetermined performances in response to the player's operation of the touch device 22b.
[0125] Furthermore, the performance control unit 540 is configured to execute lighting effects for each LED 63 and 64 by transmitting lighting signals to the panel-side LED 63a mounted on the panel-side LED board 63 and the frame-side LED 64a mounted on the frame-side LED board 64.
[0126] Furthermore, a motor driver (not shown) is involved in the communication between the performance control unit 540 and the movable parts (middle button movable part, side unit movable part, and panel-side movable parts (lower movable part 30a, upper movable part 30b)). The performance control unit 540 transmits drive data to the motor driver, which then drives the movable parts (middle button movable part, side unit movable part, and panel-side movable parts (lower movable part 30a, upper movable part 30b)) according to the drive data. Incidentally, in this embodiment, since a movable part IC 530 is used, the performance control unit 540 transmits drive performance data to the movable part IC 530, and the movable part IC 530 transmits drive data corresponding to the received drive performance data to the motor driver, thereby realizing the driving of the movable parts (middle button movable part, side unit movable part, and panel-side movable parts (lower movable part 30a, upper movable part 30b)).
[0127] Furthermore, an LED driver (not shown) is mediated between the performance control unit 540 and each LED 63a, 64a. The performance control unit 540 transmits lighting data to the LED driver, which then performs lighting control of each LED 63a, 64a according to the lighting data. Incidentally, one LED driver can control the lighting of multiple LEDs, and multiple panel-side LED drivers are provided to control the lighting of multiple panel-side LEDs 63a mounted on the panel-side LED board 63, and multiple frame-side LED drivers are provided to control the lighting of multiple frame-side LEDs 64a mounted on the frame-side LED board 64.
[0128] (Middle button unit 2) The effects using the middle button unit 14 by the effects control unit 540 will be described in detail. When the player operates the middle button press part 14a (operating means), the middle button detection switch 14b detects the player's operation and transmits an operation detection signal to the effects control unit 540. Upon receiving the operation detection signal, the effects control unit 540 is configured to execute or switch predetermined effects (images, lights, sounds, movable parts, etc.).
[0129] Furthermore, based on a predetermined control signal transmitted from the main control unit 520 to the performance control unit 540, a motor control signal is transmitted from the performance control unit 540 to the movable motor 14d of the middle-press button. This drives the movable motor, causing the movable part 14d of the middle-press button to move. Here, although not particularly limited, a stepping motor may be used as the movable motor 14d. By appropriately rotating the stepping motor, the movable part of the middle-press button can be moved or stopped in accordance with a predetermined performance.
[0130] Furthermore, in this embodiment, a DC motor (vibration means) is mounted as a movable motor 14d, separate from the stepping motor mentioned above. By rotating this DC motor, a vibration effect can be performed by vibrating the middle button press portion 14d. When performing the vibration effect, the intensity of the vibration can be changed according to the expected winning rate by appropriately changing the torque setting value of the DC motor. Incidentally, instead of a DC motor, an AC motor or a stepping motor may be used to drive the middle button press portion 14d.
[0131] Furthermore, the system is configured to control the illumination of the LEDs on the middle-press button LED board by transmitting an LED drive control signal from the performance control unit 540 to the middle-press button LED board based on a predetermined control signal transmitted from the main control unit 520 to the performance control unit 540.
[0132] Furthermore, the middle button press portion 14d is used in predetermined notification effects (operation effects). During the operation validity period set in the predetermined notification effect (operation effect), the player can perform predetermined operations (single press, rapid press, long press, etc.) to execute or switch predetermined effects (images, lights, sounds, movable parts, etc.). During the operation validity period, the LED on the middle button LED board is controlled to emit light in a predetermined pattern, thereby notifying the player that the operation validity period is in progress.
[0133] (Volume adjustment button 2) The effect using the volume adjustment button 16 by the effect control unit 540 will be described in detail. When the player operates the volume button up 16a (or volume button down 16b), the volume button up switch 16c (or volume button down switch 16d) detects the operation and transmits a volume operation detection signal to the effect control unit 540. The effect control unit 540 changes the output volume output from the speakers 19a, 19b, 19c, 19d by receiving the volume operation detection signal.
[0134] The output volume that can be changed by the volume adjustment button 16 is composed of 10 steps. The volume setting 1 is the smallest, and the output volume increases as the volume setting level increases, with volume setting 10 being the largest output volume. Regarding what level the current volume setting is set to, it is designed to be displayed on the image display means 31, and based on the volume operation detection signal output in response to the player operating the volume button up 16a (or volume button down 16b), the effect control unit 540 is configured to display the volume setting information indicating the current volume setting on the image display means 31.
[0135] In addition, otherwise, when the state where the player is not playing the game continues for a predetermined time, the effect control unit 540 is also configured to display the current volume setting on the display means. Furthermore, the display mode of the volume setting information is changed according to whether the game is in progress or not. During the game, the display size of the volume setting information is made smaller than when not in the game, and the display position is also designed to be displayed at a position closer to the edge of the display screen. This is to prevent the display positions from overlapping as much as possible because there are more other display items (such as symbol variation images, hold images, preview images, etc.) during the game than when not in the game.
[0136] (Light quantity adjustment button 2) The performance control unit 540 will elaborate on the performance using the light quantity adjustment button 17. When a player operates the upper light quantity button 17a (or the lower light quantity button 17b), the upper light quantity button switch 17c (or the lower light quantity button switch 17d) detects the operation and transmits a light quantity operation detection signal to the performance control unit 540. By receiving the light quantity operation detection signal, the performance control unit 540 changes the light quantity of each of the LEDs 63a and 64a.
[0137] The light quantity that can be changed by the light quantity adjustment button 17 is composed of three levels. The light quantity setting 1 is the smallest, and the light quantity increases as the level of the light quantity setting increases, with the light quantity setting 3 being the largest light quantity. Regarding which level the current light quantity setting is set to, it is designed to be displayed on the image display means 31. Based on the light quantity operation detection signal output in response to the operation of the upper light quantity button 17a (or the lower light quantity button 17b) by the player, the performance control unit 540 is configured to display the light quantity setting information indicating the current light quantity setting on the image display means 31.
[0138] In addition, when the state where the player is not playing the game continues for a predetermined time, the performance control unit 540 is also configured to display the current light quantity setting on the display means. Furthermore, the display mode of the light quantity setting information is changed according to whether the game is in progress or not. During the game, the display size of the light quantity setting information is made smaller than when not in the game, and the display position is also designed to be closer to the edge of the display screen. This is to prevent the display positions from overlapping as much as possible because there are more other display items (such as symbol variation images, hold images, preview images, etc.) during the game than when not in the game.
[0139] Furthermore, the LEDs whose brightness can be changed by the brightness adjustment button 17 are limited to the brightness of the frame-side decorative LEDs 64a and the game board-side decorative LEDs 63a, which are installed in various locations on the game frame 5 and whose display is controlled by the performance control unit 540. For example, the brightness of LEDs used to display the results of the game, such as the symbol display device 76 controlled by the main control unit 520, cannot be changed by the brightness adjustment button 17. Also, if the performance control unit 540 is equipped with LEDs such as a change display LED that shows the change status of the symbols, and a hold display LED that shows the number of held symbols, it is desirable to configure these LEDs so that their brightness cannot be changed by the brightness adjustment button 17.
[0140] Furthermore, the LEDs whose brightness can be changed by the brightness adjustment button 17 are the frame-side decorative LED 64a and the panel-side decorative LED 63a, but it is also possible to configure it so that only one of them can be changed. In addition, it is also possible to configure it so that the brightness of the backlight of the LCD unit 31 (the brightness of the display screen) can be changed, not limited to the frame-side decorative LED 64a and the panel-side decorative LED 63a.
[0141] (D-pad 2) The effects using the directional buttons 18, controlled by the effects control unit 540, will be described in detail. When a player operates any of the up, down, left, or right buttons 18a, 18b, 18c, or 18d, the button detection switches 49a, 49b, 49c, or 49d detect the operation and transmit a directional button operation detection signal to the effects control unit 540. Upon receiving the directional button operation detection signal, the effects control unit 540 is configured to execute or switch predetermined effects (images, lights, sounds, moving objects, etc.) corresponding to each operation.
[0142] While not specifically limited, the directional buttons are used in certain pre-announcement (operation) sequences and when executing game customization functions that players can set themselves, allowing the player to select customization settings.
[0143] (Side Unit 2) The following describes in detail the effects using the side unit 22 by the effects control unit 540. Based on a predetermined control signal transmitted from the main control unit 520 to the effects control unit 540, the effects control unit 540 energizes the blower device 22a. This activates the blower, and air is blown out from the air outlet (not shown) of the side unit 22 located on the upper front side of the game frame 5. Subsequently, when the blower device 22a is de-energized, the blower stops operating. The blower device 22a is used in predetermined pre-announcement effects (for example, air effects).
[0144] Furthermore, the touch device 22b is used in predetermined notification effects (for example, operation effects). During the operation validity period set in the operation effect, when the player performs a predetermined operation (touch operation) on the touch device 22b, a sensing signal is transmitted to the effect control unit 540. Upon receiving the sensing signal, the effect control unit 540 is configured to execute or switch predetermined effects (images, lights, sounds, movable parts, etc.). During the operation validity period, the LEDs on the side unit LED board are controlled to emit light in a predetermined pattern, thereby notifying the player that the operation validity period is in effect.
[0145] The side unit LED board illuminates its LEDs in a corresponding lighting pattern when air effects using the blower device 22a or operation effects using the touch device are executed. Furthermore, through overall lighting control by the effect control unit 540, the lighting is synchronized with the lighting of the front frame LED board installed in the front frame 4, enabling a unified lighting effect across the entire game frame 5.
[0146] Figure 1-5 shows a front view of the game board 8 of the gaming machine 1 shown in this embodiment.
[0147] (Game board) The game board 8 is made of a plywood board 80 (or a transparent resin board), on its surface an inner rail 81a and an outer rail 81b (collectively referred to as guide rails 81) are arranged in a ring shape to guide the launched game balls, and a game area 8a is formed inside the area surrounded by the guide rails 81, on which the launched game balls can roll.
[0148] This game area 8a is equipped with a center ornament 82, a special symbol 1 start opening 38 (special symbol 1 start mechanism), a special symbol 2 start opening 39 (special symbol 2 start mechanism), other prize winning openings (upper left prize winning opening 40, middle left prize winning opening 41, lower left prize winning opening 42, right prize winning opening 43), large prize winning openings (upper large prize winning opening 44, lower large prize winning opening 45), a right gate 46 (normal symbol activation device), an out opening 47, numerous game nails 96, a windmill 83, and the like. Additionally, a symbol display device 76 is located at the bottom of the outside (non-game area) of the game area 8a.
[0149] The guide rail 81 forms a game area 8a by surrounding the area with the upper left corner ornament 84, which is positioned across the left and upper sides of the game board 8, and the lower right corner ornament 85, which is positioned across the right and lower sides.
[0150] The center ornament 82 is detachably attached in the center of the game area 8a, corresponding to the opening in the plywood 80, and is positioned on the front side of the display screen of the image display means 31. The center ornament 82 has an opening 86 formed therein so that the display screen of the image display means 31 can be seen, and has a canopy portion 87 that protrudes forward and surrounds this opening 86. This canopy portion 87 prevents game balls rolling around the opening 86 of the center ornament 82 from entering the inside of the opening 86, thereby protecting the display screen area of the image display means 31.
[0151] The canopy portion 87 located at the apex of the center ornament 82 is provided with predetermined inclination angles to the left and right, with the apex portion 87a as the boundary. Game balls launched into the game area 8a are distributed to the left and right with the apex portion 87a as the boundary, and flow down either the left-flow passage 88 located to the left of the center ornament 82 and the image display means 31, or the right-flow passage 89 located to the right.
[0152] Furthermore, the center ornament 82 has a ball flow lower section 90 that is permeable along the surface of the plywood 80 and allows game balls to pass through its front side. This ball flow lower section 90 is positioned in the left-side down passage 88, and multiple resin nails 90a are arranged therein to change the direction in which the game balls fall.
[0153] Furthermore, the center ornament 82 has a stage 91 on its lower end that allows game balls to roll across it in the left-right direction. An opening 91a into which game balls can enter the stage 91 is positioned open on the left-down passage 88 side, and the game balls flowing down the left-down passage 88 are guided onto the stage 91 when they enter the opening 91a. In the center of the stage 91, a drop path 91b is provided to drop game balls from the stage 91 so as to guide them toward the special symbol 1 start opening 38, which is positioned upwards below the stage 91. The presence of this drop path 91b and the fact that only the left-down passage 88 has an opening 91a into which game balls can enter the stage 91 means that game balls flowing down the left-down passage 88 have a higher probability of entering the special symbol 1 start opening 38 than game balls flowing down the right-down passage 89.
[0154] Furthermore, game balls that pass through the passage 91a and are guided onto the stage 91 have a higher probability of entering the special symbol 1 starting opening 38 than game balls that flow down the left-side passage 88 without passing through the passage 91a.
[0155] (Game board components) The game board 8 includes, as game components arranged within the game area 8a, a left side ornament 92 located in the lower left of the game area 8a, a special symbol 1 start slot unit 93 located in the lower center of the game area, and a center feature unit 94 including a center ornament 82 located in the center of the game area 8a.
[0156] The left side ornament 92 is detachably attached in accordance with the openings in the plywood 80 and consists of a base plate 92a along the surface of the plywood 80 through which game balls can pass, and multiple prize slots (upper left prize slot 40, middle left prize slot 41, lower left prize slot 42) and an out slot 47 through which game balls can enter. It also has a ball guide passage 92b that protrudes forward from the base plate 92a and is inclined at a predetermined angle in the left-right direction, and is configured so that when the game balls flowing down come into contact with or roll along this ball guide passage 92b, it changes the direction in which the game balls flow down.
[0157] Inside each of the prize entry points 40, 41, and 42 of the left-side ornament 92, a ball passage the width of one game ball is formed. Prize entry point switches 40a and 42a are provided along this ball passage to detect when a game ball enters, and the system is configured so that game balls flowing down the ball passage always pass through these prize entry point switches 40a and 42a. This makes it possible to always detect game balls that enter each of the prize entry points 40, 41, and 42.
[0158] The game balls detected by the prize entry switches 40a and 42a are then discharged to the back of the game board via the ball passage. Of the prize entry points 40, 41, and 42, the ball passages for the upper left prize entry point 40 and the middle left prize entry point 41 are formed to merge within the left side decoration 92, and the balls are detected by a common upper left and middle left prize entry point switch 40a installed at the merging point. For the lower left prize entry point 42, a separate lower left prize entry point switch 42a is provided.
[0159] On the other hand, the out-out opening 47 located on the left side decoration has a ball passage the width of one game ball, similar to the prize-winning openings 40, 41, and 42. However, there is no detection switch along this ball passage, and the game balls that enter are simply discharged to the back side of the game board 8 by following the ball passage. Game balls that enter the out-out opening 47 are configured to pass through an out-switch 46a located in the discharge path after being discharged to the back side of the game board 8, making it possible to count them as out balls.
[0160] Incidentally, game balls that enter the out-out opening 47 located at the bottom of the game area 8a are also configured to pass through the out-switch 46a located in the discharge path after being discharged to the back side of the game board 8, so that they can be counted as out balls.
[0161] The special symbol 1 start port unit 93 is detachably mounted in accordance with the opening in the plywood 80 and comprises a base plate 93a along the surface of the plywood 80 through which game balls can pass, a special symbol 1 start port 38 (special symbol 1 start means) formed in a non-opening type into which game balls can enter and for starting the special symbol 1 variation display, and a special symbol 1 start port LED board (not shown) having LEDs. The special symbol 1 start port 38 protrudes forward from the base plate 93a and is arranged in an upward-facing opening. The special symbol 1 start port LED board is positioned behind the special symbol 1 start port 38 and is configured to illuminate the base plate 93a surrounding the special symbol 1 start port 38 from behind by the light emitted by the LEDs.
[0162] Inside the special symbol 1 start port 38 of the special symbol 1 start port unit, a ball passage the width of one game ball is formed. A special symbol 1 start port switch 38a is provided along this ball passage to detect the entry of a game ball, and the system is configured so that game balls flowing down the ball passage always pass through this special symbol 1 start port switch 38a. This makes it possible to detect game balls that have entered the special symbol 1 start port 38. The game ball detected by the special symbol 1 start port switch 38a is then discharged to the back side of the game board 8 via the ball passage.
[0163] The center feature unit 94 is detachably mounted in accordance with the openings in the plywood 80, and consists of a base plate 94a along the surface of the plywood 80 through which game balls can pass, a center ornament 82, a right gate switch 46a (normal symbol start switch) for starting the normal symbol variation display formed by a passage gate 46 through which game balls can pass, a special symbol 2 start opening 39 (special symbol 2 start means) for starting the special symbol 2 variation display formed by an open / close type that can change between an open state in which game balls can enter and a closed state in which entry is impossible (or more difficult than the open state) by the displacement of a movable piece 39b, a prize entry opening (right prize entry opening 43) through which game balls can enter, and by the displacement of opening / closing plates 44b and 45b The device is configured to include large prize slots (upper large prize slot 44, lower large prize slot 45) that can change between an open state in which game balls can enter and a closed state in which entry is impossible (or more difficult than in the open state), an out slot 47, solenoids for opening and closing the movable piece 39b of the special symbol 2 start slot 39 or the opening and closing plates 44b, 45b of the large prize slots 44, 45 (upper large prize slot opening / closing solenoid 70, lower large prize slot opening / closing solenoid 71, special symbol 2 start slot opening / closing solenoid 72), fraud detection sensors for detecting fraud (magnetic sensor 73, radio wave sensor 74), a fluctuation display device 95 that shows the fluctuation state of special symbol 1, special symbol 2 and / or normal symbols, and a center feature LED board (not shown) having LEDs.
[0164] The center feature LED board is positioned in multiple locations, including the underside of the stage 91 of the center ornament 82, the special symbol 2 start opening 39, the upper large prize opening 44, the lower large prize opening 45, and the variable display device 95. The LEDs are configured to illuminate the stage 91, the special symbol 2 start opening 39, the upper large prize opening 44, the lower large prize opening 45, and the variable display device 95.
[0165] Inside the special symbol 2 start port 39 (special symbol 2 start means), a special symbol 2 start port switch 39a is provided, and this special symbol 2 start port switch 39a makes it possible to detect game balls that have entered the special symbol 2 start port 39.
[0166] Furthermore, large prize slot switches (upper large prize slot switch 44a and lower large prize slot switch 45a) are provided inside the upper large prize slot 44 and lower large prize slot 45, respectively, making it possible to detect when a game ball enters the upper large prize slot 44 or the lower large prize slot 45.
[0167] Incidentally, when a game ball enters the special symbol 1 starting port 38, the special symbol 2 starting port 39, the upper left prize port 40, the middle left prize port 41, the lower left prize port 42, the right prize port 43, the upper large prize port 44, or the lower large prize port 45, its entry is detected by the respective prize switches 38a, 39a, 40a, 42a, 43a, 44a, and 45a. After detection by the respective prize switches 38a, 39a, 40a, 42a, 43a, 44a, and 45a, the ball is discharged to the back side of the game board 8 and is configured to pass through the out switch 47a located in the discharge path. As a result, all game balls launched into the game area 8a pass through the out switch 47a without fail. Alternatively, instead of the out switch 47a, a launch switch for counting the launched game balls may be provided. This makes it possible to count all game balls launched into the game area 8a without fail.
[0168] (Pattern display device) The symbol display device 76 is located at the bottom of the game board 8 and is part of the right corner decoration 85. Figure 1-5 shows an enlarged view of the symbol display device 76.
[0169] The symbol display device is composed of a collection of 32 LEDs, of which 32 LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, 76i, and 76j are assigned as follows: 8 LEDs 76a for special symbol 1 variation display, 8 LEDs 76b for special symbol 2 variation display, 2 LEDs 76c for special symbol 1 memory display, 2 LEDs 76d for special symbol 2 memory display, 2 LEDs 76e for normal symbol variation display, 2 LEDs 76f for normal symbol memory display, 2 LEDs 76g for right-hand play display, 4 LEDs 76h for round display, and 2 LEDs 76i and 76j for status display.
[0170] Here, the 32 LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, 76i, and 76j are classified into four LED groups of eight. The first LED group consists of the special symbol 1 variation display 76a, the second LED group consists of the special symbol 2 variation display 76b, the third LED group consists of the special symbol 1 memory display 76c, the special symbol 2 memory display 76d, the normal symbol memory display 76f, the status display 76i, and the status display 76j, and the fourth LED group consists of the normal symbol variation display 76e, the right-hand play display 76g, and the round display 76h.
[0171] (Special symbol 1 variation display, Special symbol 2 variation display) The special symbol 1 variation display using the symbol display device 76 is started when the special symbol 1 starting means 38 detects a game ball, and the eight special symbol 1 variation display LEDs 76a illuminate in a variation illumination pattern. Subsequently, the special symbol 1 variation display ends when the special symbol 1 variation display LEDs 76a illuminate in a stop illumination pattern. Specifically, triggered by the detection of a game ball by the special symbol 1 starting means 38, the main control unit 520 acquires a random number for jackpot determination (0 to 65535), and a jackpot lottery process is executed based on the acquired jackpot random number. Based on the lottery result, the main control unit 520 executes the special symbol 1 variation display in a variation illumination pattern.
[0172] The main control unit 520 performs the display of the special symbol 1 variation using a variation light pattern for a predetermined time. If the lottery result is a jackpot, it selects a jackpot stop light pattern; if the lottery result is a minor win, it selects a minor win stop light pattern; and if the lottery result is a loss, it selects a loss stop light pattern. Based on the selected stop light pattern, the main control unit 520 illuminates the LED 76a for displaying the special symbol 1 variation and ends the display of the special symbol 1 variation. If the stop light pattern is a jackpot stop light pattern, a jackpot game occurs; if it is a minor win stop light pattern, a minor win game occurs.
[0173] The special symbol 2 variation display using the symbol display device 76 is started when the special symbol 2 starting means 39 detects a game ball, and the eight special symbol 2 variation display LEDs 76b illuminate in a variation illumination pattern. Subsequently, the special symbol 1 variation display ends when the special symbol 2 variation display LEDs 76b illuminate in a stop illumination pattern. Specifically, triggered by the detection of a game ball by the special symbol 2 starting means 39, the main control unit 520 acquires a random number for jackpot determination (0 to 65535), and a jackpot lottery process is executed based on the acquired jackpot random number. Based on the lottery result, the main control unit 520 executes the special symbol 2 variation display in a variation illumination pattern.
[0174] The main control unit 520 performs the display of the special symbol 2 variation using the variation light pattern for a predetermined time. If the lottery result is a jackpot, it selects a jackpot stop light pattern; if the lottery result is a minor win, it selects a minor win stop light pattern; and if the lottery result is a loss, it selects a loss stop light pattern. Based on the selected stop light pattern, the main control unit 520 illuminates the LED 76b for displaying the special symbol 2 variation and ends the display of the special symbol 2 variation. If the stop light pattern is the jackpot stop light pattern, a jackpot game occurs; if it is the minor win stop light pattern, a minor win game occurs.
[0175] Furthermore, the illumination patterns during the variation of the special symbol 1 variation display (or special symbol 2 variation display) and the illumination patterns at each stop are each composed of combinations of the eight special symbol 1 display LEDs 76a (or special symbol 2 variation display LEDs 76b) being turned on or off.
[0176] Furthermore, the main control unit 520 is configured to have multiple types of jackpot stop light emission patterns depending on the type of jackpot, multiple types of minor win stop light emission patterns depending on the type of minor win, and multiple types of losing stop light emission patterns depending on the type of loss.
[0177] Furthermore, in this embodiment, the special symbol 1 variation display and the special symbol 2 variation display are not executed in parallel. While one variation display is being executed, the other variation display is not executed, and the other variation display starts only after the currently executed variation display has finished. However, this is not particularly limited, and the special symbol 1 variation display and the special symbol 2 variation display may be configured to be executed in parallel.
[0178] (Special symbol 1 memory display, Special symbol 2 memory display) During the special symbol variation retention period, such as when special symbol 1 variation is displayed, special symbol 2 variation is displayed, during a jackpot game, or during a minor jackpot game, if the special symbol 1 starting means 38 detects a game ball, the random number for jackpot determination acquired as a result is stored as a special symbol 1 retention memory, up to a predetermined upper limit (e.g., 4). Subsequently, when the predetermined period ends, if there is 1 or more special symbol 1 retention memories, one retention memory is consumed, and the execution of special symbol 1 variation display begins. The number of these retention memories is announced as a special symbol 1 memory display by the special symbol 1 memory display LED 76c of the symbol display device 76. The special symbol 1 memory display is configured to announce the number of special symbol 1 retention memories by illuminating the special symbol 1 memory display LED 76c in five different display modes that show a predetermined number (0 to 4) by combining the illumination patterns (e.g., on, blinking, off) of the two special symbol 1 memory display LEDs 76c.
[0179] During the special symbol variation retention period, such as when special symbol 1 is being displayed, special symbol 2 is being displayed, during a jackpot game, or during a minor jackpot game, if the special symbol 2 starting means 39 detects a game ball, the random number for jackpot determination acquired as a result is stored as special symbol 2 retention memory, up to a predetermined upper limit (e.g., 4). Subsequently, when the predetermined period ends, if there is 1 or more special symbol 2 retention memories, one retention memory is consumed, and the execution of special symbol 2 variation display begins. The number of these retention memories is announced as a special symbol 2 memory display by the special symbol 2 memory display LED 76d of the symbol display device 76. The special symbol 2 memory display is configured to announce the number of special symbol 2 retention memories by illuminating the special symbol 2 memory display LED 76d in five types of display modes that show a predetermined number (0 to 4) by combining the lighting modes (e.g., on, blinking, off) of the two special symbol 2 memory display LEDs 76d.
[0180] Furthermore, in this embodiment, if both the Special Symbol 1 Reserve Memory and the Special Symbol 2 Reserve Memory have one or more reserved symbols, the Special Symbol 2 Reserve Memory is configured to be consumed preferentially. Therefore, if both the Special Symbol 1 Reserve Memory and the Special Symbol 2 Reserve Memory have one or more reserved symbols, and the currently running Special Symbol 1 Variation Display or Special Symbol 2 Variation Display ends, the reserved symbols of the Special Symbol 2 Reserve Memory will be consumed preferentially, and the Special Symbol 2 Variation Display will be executed as the next variation display. However, this is not particularly limited, and the system may be configured to consume the Special Symbol 1 Reserve Memory preferentially.
[0181] (Normal symbol variation display) The normal symbol variation display using the symbol display device 76 is started when the right gate switch 46a (normal symbol start switch) detects a game ball, and the two normal symbol variation display LEDs 76e illuminate in a variation illumination pattern. Subsequently, the normal symbol variation display ends when the normal symbol variation display LEDs 76e illuminate in a stop illumination pattern. Specifically, triggered by the detection of a game ball by the right gate switch 46a, the main control unit 520 acquires a random number for determining a win (0 to 30000), and a win lottery process is executed based on the acquired random number. Based on the lottery result, the main control unit 520 executes the normal symbol variation display in a variation illumination pattern.
[0182] The main control unit 520 performs a normal symbol variation display using a variation light emission pattern for a predetermined time. If the lottery result is a win, it selects a win stop light emission pattern. If the lottery result is a loss, it selects a loss stop light emission pattern. Based on the selected stop light emission pattern, the main control unit 520 illuminates the LED 76e for normal symbol variation display and terminates the normal symbol variation display. If the stop light emission pattern is a win stop light emission pattern, it generates an opening game (electric tuner support (abbreviated as electric support)) of the special feature 2 starting means 39.
[0183] Furthermore, the system may be configured to have multiple different types of stopping light patterns depending on the type of win, and multiple different types of stopping light patterns depending on the type of loss.
[0184] (Normal symbol memory display) During normal symbol variation display, or during special symbol 2 starting means 39 opening gameplay, if the right gate switch 46a detects a game ball, the random numbers for determining a win obtained as a result are stored as normal symbol variation memory, up to a predetermined upper limit (e.g., 4). Subsequently, when the normal symbol variation retention period ends, if there is 1 or more normal symbol variation memory, one variation is consumed, and the normal symbol variation display is started.
[0185] The number of reserved symbols is indicated as a regular symbol memory indicator by the regular symbol memory indicator LED 76f of the symbol display device 76. The regular symbol memory indicator is configured to indicate the number of reserved symbols in regular symbol reserved memory by illuminating the regular symbol memory indicator LED 76f in five different display modes, which represent a predetermined number (0 to 4) by combining the illumination patterns (e.g., lit, blinking, off) of the two regular symbol memory indicator LEDs 76f.
[0186] (Electric reel support) When the normal symbol variation display ends and the result is a winning stop light pattern, the opening game of the special symbol 2 starting means 39 (electric tuner support) occurs. When this electric tuner support occurs, the main control unit 520 drives the special symbol 2 starting port opening / closing solenoid 72 to open and close the movable piece 39b of the special symbol 2 starting port 39 according to a predetermined opening and closing pattern. As a result the special symbol 2 starting port 39 opens, it becomes possible for game balls to enter the special symbol 2 starting port 39.
[0187] When a game ball enters the special symbol 2 start port 39, the special symbol 2 start port switch 39a inside the special symbol 2 start port 39 detects the entry. Upon receiving the detection signal from the special symbol 2 start port switch 39a, the main control unit 520 determines that the entry is normal, and a predetermined number of prize balls are paid out to the player. At the same time, a jackpot lottery process related to the special symbol 2 variation display is performed, and the special symbol 2 variation display begins.
[0188] In this case, if there is a special symbol 2 variation display in progress, one special symbol 2 reserve memory is added. The opening of the special symbol 2 start port 39 is performed for a predetermined time (e.g., 0.068 seconds when the opening extension function is not activated, and 5.7 seconds when the opening extension function is activated), or when the number of balls entering the special symbol 2 start port 39 reaches a predetermined number (e.g., 10 balls), the opening ends and the special symbol 2 start port 39 closes. This electric tuner support by the special symbol 2 start port 39 is performed once, realizing electric tuner support that can give the player a certain number of prize balls and an opportunity to execute the special symbol 2 variation display.
[0189] Incidentally, in this embodiment, the special symbol 2 starting opening 39 is located in the right-down passage 89, so it is easier for game balls that have flowed down the right-down passage 89 to enter the special symbol 2 starting opening 39 than for game balls that have flowed down the left-down passage 88.
[0190] Furthermore, if there are multiple winning / stopping light emission patterns, the opening and closing patterns of the electric tuner support may be configured to differ depending on the type of winning / stopping light emission pattern.
[0191] (Big win game) When the special symbol 1 variation display or the special symbol 2 variation display ends and the result is a jackpot stop light pattern, a jackpot game occurs. In this jackpot game, the main control unit 520 drives the large prize opening opening / closing solenoids 70 and 71 to open and close the opening / closing plates 44b and 45b of the large prize openings 44 and 45 according to a predetermined opening / closing pattern. As a result the large prize openings 44 and 45 open, it becomes possible for game balls to enter the large prize openings 44 and 45.
[0192] When a game ball enters the large prize slots 44 and 45, the large prize slot switches 44a and 45a inside the large prize slots 44 and 45 detect the entry. Upon receiving the detection signal from the large prize slot switches 44a and 45a, the main control unit 520 determines that the entry is normal, and if so, a predetermined number of prize balls are dispensed to the player. The large prize slots 44 and 45 remain open for a predetermined time (maximum continuous opening time is 29.8 seconds), or when the number of balls entering the large prize slots 44 and 45 reaches a predetermined number (e.g., 10 balls), the opening ends, and the large prize slots 44 and 45 close. One such opening game (round game) using the large prize slots 44 and 45 constitutes one round, and by repeating this a predetermined number of times (e.g., 2 to 10 rounds), a jackpot game is realized in which a certain number of prize balls can be awarded to the player.
[0193] Incidentally, in this embodiment, the large prize winning holes 44 and 45 are located in the right-flowing passage 89, so the game balls that flow down the right-flowing passage 89 are more likely to enter the large prize winning holes 44 and 45 than the game balls that flow down the left-flowing passage 88.
[0194] Furthermore, during jackpot games, interval times are set for the interval before the jackpot begins, the interval between rounds, and the interval after the jackpot ends.
[0195] The time between the start of the first round of gameplay and the display of either Special Symbol 1 or Special Symbol 2 changing into the jackpot stop light pattern is called the pre-jackpot interval. During this time, instructions regarding the gameplay of the rounds are given to the player. For example, instructions may be given to aim the ball at the right-hand lower passage 89 in order to make it easier to get the ball into the large prize pockets 44 and 45.
[0196] Next, the time between the end of one round of gameplay and the start of the next round of gameplay is called the round interval. This time is used to allow the remaining game balls in the large prize slots 44 and 45 to pass through the large prize slot switches 44a and 45a and be ejected, or to update information such as the number of rounds played displayed using the image display means 31. Here, the ejection waiting time may be the round interval, or a separate ejection waiting time may be set up, and the round interval may be started after this ejection waiting time has elapsed.
[0197] Next, the time between the end of the final round of gameplay and the resumption of the special symbol 1 or special symbol 2 display is called the jackpot completion interval. During this time, players are reminded to take their prepaid cards and to avoid excessive gambling, and information is displayed regarding the game status after the jackpot, the number of balls won up to that point, and the company logo. Incidentally, although the time between the end of the final round of gameplay and the start of the jackpot completion interval is not strictly between rounds of gameplay, the same time as the aforementioned interval between rounds may be set for this period as well.
[0198] Furthermore, in the gaming machine of this embodiment, three types of jackpot games are possible as the number of rounds for a jackpot game: 10-round jackpot, 5-round jackpot, and 2-round jackpot. The types of jackpot games that can be executed differ depending on whether the trigger is a special symbol 1 variation display or a special symbol 2 variation display. Specifically, 5-round jackpots and 2-round jackpots are possible as jackpot games triggered by a special symbol 1 variation display, and 10-round jackpots and 5-round jackpots are possible as jackpot games triggered by a special symbol 2 variation display. However, the machine is not limited to this, and the machine may be configured so that the types of jackpot games that can be executed are the same for special symbol 1 variation display and special symbol 2 variation display.
[0199] (Small win game) When the special symbol 1 variation display or the special symbol 2 variation display ends and the result is a minor win stop light pattern, a minor win game occurs. In this minor win game, the main control unit 520 drives the large prize opening opening / closing solenoids 70 and 71 to open and close the opening / closing plates 44b and 45b of the large prize openings 44 and 45 according to a predetermined opening / closing pattern. As a result the large prize openings 44 and 45 open, it becomes possible for game balls to enter the large prize openings 44 and 45.
[0200] When a game ball enters one of the large prize slots 44 or 45, the large prize slot switches 44a or 45a inside the slots detect the entry. The main control unit 520, upon receiving the detection signal from the large prize slot switches 44a or 45a, determines that the entry is normal and dispenses a predetermined number of prize balls to the player.
[0201] The opening of the large prize slots 44 and 45 is maintained for a predetermined time (maximum continuous opening time is 1.8 seconds), or when the number of balls entering the large prize slots 44 and 45 reaches a predetermined number (e.g., 10 balls), the opening ends and the large prize slots 44 and 45 close. When such opening of the large prize slots 44 and 45 (minor prize game) is performed once, a minor prize game is realized in which a certain number of prize balls can be awarded to the player.
[0202] In this case, when the opening and closing plates of the large prize winning holes 44 and 45 are operated in a short opening and closing pattern that repeatedly opens and closes in a short time, it is sufficient that the total time that the large prize winning holes 44 and 45 are open does not exceed a predetermined time (1.8 seconds). For example, it is acceptable if the time for one small win exceeds 1.8 seconds by repeatedly performing opening and closing operations with a relatively long closing time.
[0203] Furthermore, in the gaming machine of this embodiment, a minor win game can be played triggered by either the display of special symbol 1 or special symbol 2, but the machine is not limited to this, and may be configured to allow a minor win game to be played only when either the display of special symbol 1 or special symbol 2 is triggered.
[0204] (Round display) The round display using the symbol display device 76 starts at approximately the same time as the start of the pre-jackpot interval in a jackpot game, and the number of rounds in the current jackpot game is displayed by four round display LEDs 76h. For example, if there are three types of jackpot games that can be executed, such as a 10-round jackpot, a 5-round jackpot, and a 2-round jackpot, the round display LEDs 76h will indicate which type of jackpot game is being executed this time. This allows the player to understand the type of jackpot game they have won.
[0205] The lighting control of the round indicator LED 76h is performed by the main control unit 520. When a 10-round jackpot is achieved, the main control unit 520 selects a lighting pattern for a 10-round jackpot; when a 5-round jackpot is achieved, it selects a lighting pattern for a 5-round jackpot; and when a 2-round jackpot is achieved, it selects a lighting pattern for a 2-round jackpot. The round indicator LED 76h is then lit up according to the selected lighting pattern.
[0206] (Game state) This gaming machine is configured to generate multiple types of game states in addition to the big win game state and the small win game state. As will be explained in detail later, one of the four types of game states, low probability low base state (normal game state), low probability high base state (time-saving game state), high probability low base state (hidden probability game state), and high probability high base state (high probability game state), is generated by the main control unit 520.
[0207] The main control unit 520 has a probability variation function (special symbol probability variation function) that changes the probability of winning a jackpot when special symbols (special symbol 1, special symbol 2) are displayed, and a probability variation function (regular symbol probability variation function) that changes the probability of winning when regular symbols are displayed.
[0208] The special symbol probability variation function is a function that changes the probability of winning a jackpot from the normal low probability state (e.g., 205 / 65535 ≈ 1 / 319) to a high probability state (e.g., 658 / 65535 ≈ 1 / 99) which is more advantageous to the player than the low probability state. When the special symbol probability variation function is activated, a special symbol high probability state is created in which special symbols are in a high probability state. During this special symbol high probability state, in the jackpot lottery processing by the main control unit 520, the judgment range for determining whether a jackpot game will occur is set to be wider than in the normal state (special symbol low probability state), making it easier for a jackpot game to occur. Incidentally, if there are multiple levels of jackpot probability (6 levels from setting 1 to setting 6), not only the lottery probability in the low probability state but also the lottery probability in the high probability state will differ for each setting level.
[0209] The regular symbol probability variation function is a function that changes the probability of winning a prize from the normal low probability state (e.g., 125 / 251 ≈ 1 / 2.008) to a high probability state (e.g., 250 / 251 ≈ 1 / 1.004) which is more advantageous to the player than the low probability state. When the regular symbol probability variation function is activated, a regular symbol high probability state is created in which regular symbols are in a high probability state. During this regular symbol high probability state, in the win lottery processing by the main control unit 520, the judgment range for determining whether a winning game will occur is set to be wider than in the low probability state (regular symbol low probability state), making it easier for a big win to occur.
[0210] Furthermore, the special feature probability variation function and the regular feature probability variation function may be configured to have both functions, or they may be configured to have only the special feature probability variation function or only the regular feature probability variation function.
[0211] The main control unit 520 further has a variation reduction function (special symbol variation reduction function) that shortens the variation time of the variation display of special symbols (special symbol 1, special symbol 2), and a variation reduction function (normal symbol variation reduction function) that shortens the variation time of the variation display of normal symbols.
[0212] The special symbol variation shortening function is a function that shortens the time required for the display of one special symbol variation (special symbol 1, special symbol 2) (the time from the start of variation to the stop of variation). When the special symbol variation shortening function is activated, a special symbol variation shortening state is created in which the variation time of the special symbols is shortened. During this special symbol variation shortening state, the number of times that special symbols can vary per predetermined time increases compared to the normal state (special symbol non-variation shortening state), and accordingly the number of times the jackpot lottery is received increases.
[0213] The regular symbol variation reduction function is a function that shortens the time required for one regular symbol variation display (the time from the start of variation to the stop of variation). When the regular symbol variation reduction function is activated, a regular symbol variation reduction state is created in which the variation time of the regular symbols is shortened. During this regular symbol variation reduction state, the number of times that regular symbols can vary per predetermined time increases compared to the normal state (regular symbol variation non-reduction state), and consequently, the number of times a winning lottery is received increases.
[0214] Furthermore, the main control unit 520 has an opening extension function (opening delay function) that extends the opening time of the special symbol 2 starting opening 39 by the electric tuner support during the opening game (electric tuner support) of the special symbol 2 starting means 39.
[0215] The opening extension function extends the opening time of the movable piece 39b of the special symbol 2 start port 39 when electric tuner support occurs (e.g., 0.068 seconds → 5.7 seconds). When the opening extension function is activated, an opening extension state is created in which the opening time of the special symbol 2 start port 39 is extended. During this opening extension state, it is easier for balls to enter the special symbol 2 start port 39 compared to the normal state (opening extension not activated), so the number of times the special symbol 2 can change per predetermined time increases compared to the normal state, and the number of times the jackpot lottery is received increases.
[0216] Based on these points, it can be said that the special symbol high probability state, the normal symbol high probability state, the special symbol fluctuation shortened state, the normal symbol fluctuation shortened state, and the opening extended state are all game states that are more advantageous to the player than the normal state.
[0217] Furthermore, each function (special symbol probability change function, normal symbol probability change function, special symbol variation shortening function, normal symbol variation shortening function, and open extension function) starts operating after the end of a jackpot game when a jackpot game occurs as a result of the special symbol (special symbol 1, special symbol 2) variation display, and transitions to each state (special symbol high probability state, normal symbol high probability state, special symbol variation shortening state, normal symbol variation shortening state, and open extension state). More specifically, when the result of the jackpot lottery is a jackpot, the main control unit 520 performs a jackpot symbol lottery to determine which of several types of jackpot games to execute, and when the winning symbol for a jackpot game that activates each function (probability change jackpot symbol or time-saving jackpot symbol) is selected as a result of the jackpot symbol lottery, each state is generated.
[0218] Furthermore, even if the result of the big win lottery is a loss, a losing symbol lottery is held to determine the type of loss. If, as a result of this losing symbol lottery, a winning symbol (losing time-saving symbol) is selected that will activate one of the following functions: special symbol fluctuation shortening state, normal symbol fluctuation shortening state, or opening extension state, then all, some, or one of these game states will occur. In the losing symbol lottery, there are no winning symbols that will cause the special symbol high probability state or the normal symbol high probability state to occur, and these game states will not occur in the case of a loss.
[0219] As described above, by activating one or more of the above-mentioned functions, it is possible to create four types of game states: low probability low base state, low probability high base state, high probability low base state, and high probability high base state. The details are shown below. • Low probability, low base state (normal game state) = All functions are not activated. • Low probability, high base state (time-saving game state) = The special symbol probability change function is not activated, and all or some or one of the following functions are activated: normal symbol probability change function, normal symbol fluctuation shortening function, and opening extension function. • High probability low base state (latent probability game state) = a state where the opening extension function is not activated, but at least the special symbol probability change function is activated. • High probability, high base state (high probability game state) = state in which all functions are activated. Incidentally, when a big win or a small win occurs, the respective functions are inactive.
[0220] Furthermore, the low-probability, high-base state may be configured to generate multiple types of low-probability, high-base states. For example, in addition to the low-probability, high-base state (shortened-time game state) described above, there may be a specific low-probability, high-base state (slightly shortened-time game state) in which the special symbol probability variation function and the regular symbol probability variation function are not activated, and both or either the regular symbol fluctuation shortening function or the opening extension function are activated. In addition, this specific low-probability, high-base state (slightly shortened-time game state) may be configured to occur when the result of the aforementioned jackpot lottery is a miss and a winning symbol (missed shortened-time symbol) is selected.
[0221] Based on these points, it can be said that the low probability high base state, high probability low base state, high probability high base state, specific low probability high base state, jackpot game state, and minor win game state are all game states that are more advantageous to the player than the low probability low base state.
[0222] (Right-handed display) The right-handed shooting indicator using the pattern display device 76 displays information using two right-handed shooting indicator LEDs 76g to indicate whether it is more advantageous for the player to shoot the game ball to the right so that it flows down the right-down passage 89, or to shoot the game ball to the left so that it flows down the left-down passage 88. For example, if it indicates that shooting to the right is advantageous, the two LEDs 76g are lit, and if it indicates that shooting to the left is advantageous, the two LEDs 76g are turned off.
[0223] Here, the conditions in which playing to the right is advantageous are the low probability high base state, the high probability high base state, the big win state, and the small win state, while the conditions in which playing to the left is advantageous are the low probability low base state and the high probability low base state.
[0224] In low-probability high-base states and high-probability high-base states, it is easy to get the ball into the special symbol 2 starting hole 39 located in the right-flowing lower passage 89, and it is more advantageous to aim for the special symbol 2 variation by aiming at the right-flowing lower passage 89 than to aim for the special symbol 1 variation by aiming at the left-flowing lower passage 88, so the right-shooting indicator is displayed. In big win states and small win states, it is easy to get the ball into the large prize holes 44 and 45 located in the right-flowing lower passage 89, and it is more advantageous to aim for the large prize holes 44 and 45 by aiming at the right-flowing lower passage 89 than to aim for the large prize holes 44 and 45 by aiming at the left-flowing lower passage 88, so the right-shooting indicator is displayed.
[0225] On the other hand, in low probability low base state and high probability low base state, it is impossible or difficult to get the ball into the special symbol 2 starting opening 39 located in the right downward passage 89. Therefore, it is more advantageous to aim for the special symbol 1 change by aiming for the left downward passage 88 than to aim for the special symbol 2 change by aiming for the right downward passage 89, and thus the left-hand shooting indicator (light off) is displayed.
[0226] Furthermore, in the specific low-probability high-base state, if the opening extension function is activated, it is easy to get the ball into the special symbol 2 start opening 39 located in the right-downward passage 89, and it is more advantageous to aim for the special symbol 2 variation by aiming at the right-downward passage 89 than to aim for the special symbol 1 variation by aiming at the left-downward passage 88, so the right-hand shooting indicator is displayed. However, if the opening extension function is not activated, it is impossible or difficult to get the ball into the special symbol 2 start opening 39 located in the right-downward passage 89, and it is more advantageous to aim for the special symbol 1 variation by aiming at the left-downward passage 88 than to aim for the special symbol 2 variation by aiming at the right-downward passage 89, so the left-hand shooting indicator (lights off) is displayed.
[0227] (Status display) The status display using the symbol display device 76 consists of a total of two status display LEDs 76i and 76j: one high-probability notification LED 76i that indicates whether at least one of the probability variation function (special symbol probability variation function) that changes the probability of winning the special symbol (special symbol 1, special symbol 2) variation display and the probability variation function (normal symbol probability variation function) that changes the probability of winning the normal symbol variation display is in operation; and one variation shortening notification LED 76j that indicates whether at least one of the variation shortening function (special symbol variation shortening function) that shortens the variation time of the special symbol (special symbol 1, special symbol 2) variation display and the variation shortening function (normal symbol variation shortening function) that shortens the variation time of the normal symbol variation display is in operation.
[0228] For example, the high-probability notification LED 76i lights up in the low-probability high-base state (when the normal symbol probability variation function is activated), the high-probability low-base state, and the high-probability high-base state to indicate that the special symbol probability variation function or the normal symbol probability variation function is activated in the current game state. On the other hand, in the low-probability low-base state, the low-probability high-base state (when the normal symbol probability variation function is not activated), the jackpot game state, and the minor jackpot game state, it remains unlit to indicate that the special symbol probability variation function or the normal symbol probability variation function is not activated in the current game state.
[0229] The LED 76j for variable speed reduction notification lights up in the low probability high base state (when the normal variable speed reduction function is activated), high probability low base state (when the special variable speed reduction function is activated), and high probability high base state to indicate that the special variable speed reduction function or the normal variable speed reduction function is activated in the current game state. On the other hand, in the low probability low base state, low probability high base state (when the normal variable speed reduction function is not activated), high probability low base state (when the special variable speed reduction function is not activated), jackpot game state, and minor jackpot game state, it remains unlit to indicate that the special variable speed reduction function or the normal variable speed reduction function is not activated in the current game state.
[0230] Furthermore, while the high-probability notification LED 76i is configured to light up when at least one of the special symbol probability variation function or the regular symbol probability variation function is active, it is not limited to this configuration, and may be configured to light up only when the special symbol probability variation function is active. Alternatively, it may be configured to light up only when the regular symbol probability variation function is active.
[0231] Furthermore, while the LED 76j for variable speed reduction notification is configured to light up when at least one of the special-figure variable speed reduction function and the general-figure variable speed reduction function is activated, it is not limited to this configuration, and may be configured to light up only when the special-figure variable speed reduction function is activated. Alternatively, it may be configured to light up only when the general-figure variable speed reduction function is activated.
[0232] Furthermore, the high-probability notification LED 76i may be configured to indicate whether the special symbol probability variation function or the normal symbol probability variation function is operating in the current game state only when the power is turned on. In this case, even if the game state changes thereafter and the operation status of the special symbol probability variation function or the normal symbol probability variation function changes, it is desirable to keep the LED off or on regardless of whether the special symbol probability variation function or the normal symbol probability variation function is operating or not. The same configuration may be applied to the variation shortening LED 76j.
[0233] Furthermore, the LED 76j for notifying the reduction in the number of spins may be configured not to light up when the current game state is a slightly reduced-spin game state, regardless of whether the normal number spin reduction function is activated or not. On the other hand, when the current game state is a reduced-spin game state, it is desirable for the LED 76j to light up when the normal number spin reduction function is activated.
[0234] Thus, the LED 76j for notifying the reduction in the game's time limit may be configured to not light up in the slight reduction in game time limit state, but only in the time reduction in game time limit state. This makes it impossible to determine whether the game is in the slight reduction in game time limit state or the normal game time limit state from the player's lighting pattern. However, the configuration is not limited to this, and the LED 76j may also be configured to light up in the slight reduction in game time limit state if the normal reduction in game time limit function is active.
[0235] Furthermore, if the game state at the time of power-on is a slightly shortened game state, the variable shortening notification LED 76j may be illuminated. If the game state then changes and returns to a slightly shortened game state, the variable shortening notification LED 76j may be configured not to illuminate. This allows the system to determine whether or not the game state is slightly shortened only at the time of power-on, as the variable shortening notification LED 76j illuminates only at the time of power-on.
[0236] (Decorative pattern variation gameplay, hold display) In the image display means 31, a decorative symbol variation game is performed in parallel with the variation display of special symbol 1 or special symbol 2 using the symbol display device 76, and variation displays using multiple decorative symbols 100, 101, and 102. The decorative symbols 100, 101, and 102 are mainly composed of character parts 100a, 101a, and 102a and number parts 100b, 101b, and 102b, and nine different characters are displayed in the character parts 100a, 101a, and 102a, corresponding to the numbers 1 to 9 in the number parts 100b, 101b, and 102b.
[0237] Then, the left decorative pattern 100, the middle decorative pattern 101, and the right decorative pattern 102 are each displayed by scrolling in a predetermined direction (e.g., high-speed fluctuation display), which starts the fluctuation display. At approximately the same time that the fluctuation display of special pattern 1 or special pattern 2 stops, the left decorative pattern 100, the middle decorative pattern 101, and the right decorative pattern 102 are also displayed in a stopped state.
[0238] If the result of the special symbol 1 variation display or the special symbol 2 variation display is a jackpot stop flashing pattern, the left decorative symbol 100, the middle decorative symbol 101, and the right decorative symbol 102 will all be the same symbol, resulting in a jackpot display. If the result is a losing stop flashing pattern, the symbols will stop in a losing display pattern where at least one or all of the left decorative symbol 100, the middle decorative symbol 101, and the right decorative symbol 102 are different symbols. Furthermore, a decorative symbol variation game that ultimately results in a jackpot display pattern is called a jackpot variation pattern, and a decorative symbol variation game that ultimately results in a losing display pattern is called a losing variation pattern.
[0239] Incidentally, the decorative symbols 100, 101, and 102 may be configured to include types other than those described above. For example, if the result of the special symbol 1 variation display or the special symbol 2 variation display is a minor win stop light pattern, at least one or all of the left decorative symbol 100, middle decorative symbol 101, and right decorative symbol 102 may be configured to stop and display minor win symbols composed of character parts 100a, 101a, 102a and number parts 100b, 101b, 102b indicating a minor win. Similarly, the system may be configured to stop and display jackpot symbols composed of character parts 100a, 101a, 102a and number parts 100b, 101b, 102b indicating a big win, or losing symbols composed of character parts 100a, 101a, 102a and number parts 100b, 101b, 102b indicating a loss. Furthermore, a decorative symbol variation game in which the winning symbol ultimately stops and is displayed as a winning symbol is called a winning symbol variation pattern.
[0240] In each of the decorative symbol variation games (jackpot variation pattern, minor win variation pattern, losing variation pattern), before the left decorative symbol 100, the middle decorative symbol 101, and the right decorative symbol 102 are displayed at the stop, it is possible to execute a reach state in which some of the symbols that constitute the common stop among the decorative symbols 100, 101, and 102 that will ultimately be displayed are in a temporary stop state (a state in which they are not displayed as confirmed).
[0241] Furthermore, each decorative symbol variation game in which a reach state is executed is called a reach variation pattern (jackpot reach variation pattern, minor win reach variation pattern, and losing reach variation pattern). Specifically, if the final jackpot display configuration is that the left decorative symbol 100 is a 7 (number section 100b is a 7), the middle decorative symbol 101 is a 7 (number section 101b is a 7), and the right decorative symbol 102 is a 7 (number section 102b is a 7), the left decorative symbol 100 and the right decorative symbol 102 are temporarily stopped at the 7 (number sections 100b and 100c are 7), and the middle decorative symbol 101 is displayed by scrolling. Furthermore, if the final display of a losing combination is as follows: the left decorative symbol 100 is a 7 (number section 100b is a 7), the middle decorative symbol 101 is a 6 (number section 101b is a 6), and the right decorative symbol 102 is a 7 (number section 100c is a 7), the left decorative symbol 100 and the right decorative symbol 102 are temporarily stopped at the 7 (number sections 100b and 100c are 7), and the middle decorative symbol 101 is scrolled. By executing such a reach animation, the outcome of the game differs depending on whether the scrolling middle decorative symbol 101 ultimately stops at a 7 (number section 101b is a 7) or a 6 (number section 101b is a 6), thus creating a sense of anticipation for the player regarding the end of the sequence.
[0242] Furthermore, during this reach state, a reach effect can be executed as a performance to create a greater sense of anticipation by building excitement over how the central decorative symbol 101 will stop. The reach effect is performed in synchronization with the image display means 31, and utilizes sound effects from speakers 19a, 19b, 19c, and 19d, light effects from LEDs 63a and 64a, movable parts (movable parts for the middle push button, movable parts for the side unit, movable parts on the panel side (lower movable parts 30a and upper movable parts 30b)), and operation effects from the operation means 14a.
[0243] In addition, in the image display means 31, along with the decorative symbol variation game, various effects for suggesting and predicting the result of the decorative symbol variation game are also displayed. Such effects are also performed in voice effects, light emission effects, movable object effects, operation effects, etc. in synchronization with the decorative symbol variation game and the preview effect. In this embodiment, as the effects executed by using various effect means in this way, the preview effect refers to the one that suggests and notifies the winning expectancy of the decorative symbol variation game (big win winning expectancy, small win winning expectancy, short win expectancy at the time of loss, etc.).
[0244] Also, in the image display means 31, in parallel with the special symbol 1 variation display or the special symbol 2 variation display using the symbol display device 76, in addition to the decorative symbol variation game, a mini symbol variation game for executing a variation display by the mini symbol 103a is performed. This mini symbol variation game is displayed at the edge of the display area of the image display means 31, and the variation display is performed in a variation area smaller than the variation area where the decorative symbol variation game is executed. The mini symbol 103a is mainly composed of only the number parts from 1 to 9, and the left mini symbol, the middle mini symbol, and the right mini symbol are switched and displayed in a predetermined order respectively to start the variation display, and at substantially the same timing as the variation stop of the special symbol 1 variation display or the special symbol 2 variation display, the left mini symbol, the middle mini symbol, and the right mini symbol are also stopped and displayed.
[0245] The role of this mini-symbol 103a is mainly a risk countermeasure when the visibility of the decorative-symbol variation game becomes difficult or impossible. For example, when movable objects (lower movable object 30a, upper movable object 30b) located in front of the image display means 31 move to the front side of the display screen, there is a possibility that the decorative-symbol variation game will become invisible due to the movable objects (lower movable object 30a, upper movable object 30b). Even in such a case, by displaying in such a way that at least the visibility of the mini-symbol 103a is not impaired, it becomes possible to continuously display the content of the symbol variation game (decorative-symbol variation game or mini-symbol variation game) synchronized with the special symbol 1 variation display or the special symbol 2 variation display on the image display means 31 at all times. Due to such properties, the mini-symbol variation game is basically executed in synchronization with the decorative-symbol variation game. Also, since the mini-symbol variation game is always displayed with visibility maintained, for example, it becomes possible to display in a display mode where the decorative symbols 100, 101, 102 are temporarily made invisible. Thus, the presence of the mini-symbol 103a makes it possible to have diversity in the way the decorative symbols 100, 101, 102 are displayed.
[0246] Also, although the mini-symbol 103a is assumed to be composed only of a numerical part, it is not limited to this and may be configured to have a character part (or to have only a character part). Furthermore, as types of the mini-symbol 103a, those other than the above-mentioned ones may be included in the configuration. For example, when the result of the special symbol 1 variation display or the special symbol 2 variation display is a small-win stop light-emitting pattern, at least one or all of the left mini-symbol, the middle mini-symbol, and the right mini-symbol may be configured to stop and display as a small-win symbol composed of a character part or a numerical part indicating a small win. Similarly, it may be configured to stop and display a big-win symbol composed of a character part or a numerical part indicating a big win or a loss symbol composed of a character part or a numerical part indicating a loss.
[0247] Furthermore, the image display means 31 displays a hold display 104a, which indicates the current number of hold memories, in accordance with the special symbol 1 memory display and the special symbol 2 memory display. The hold display 104a is displayed by adding a predetermined dynamic animation to a hold image that indicates whether or not a hold exists. The same number of these hold images as the current number of hold memories (e.g., 1 to 4) are displayed. (104b indicates undisplayed areas that have not yet been held.)
[0248] The reserved images are displayed within the reserved display area 104 at predetermined intervals, starting from the side closest to the reserved display area 105 for displaying the reserved image 105a. Here, the reserved image 105a is a display corresponding to the currently changing special symbol 1 memory display or special symbol 2 memory display, and when the changing special symbol 1 memory display or special symbol 2 memory display ends, the corresponding reserved image is deleted. If the number of special symbol 1 memory displays or special symbol 2 memory displays increases during the special symbol 1 change display or special symbol 2 change display based on the special symbol 1 start means or special symbol 2 start means detecting a game ball, one additional reserved image is displayed within the reserved display area 104 (the reserved display 104a is displayed in the unreserved display area 104b on the side closest to the reserved display area 105).
[0249] Furthermore, when the number of Special Symbol 1 or Special Symbol 2 memory displays decreases based on the end of a variable Special Symbol 1 or Special Symbol 2 variable display and the start of a new Special Symbol 1 or Special Symbol 2 variable display, the reserved image is deleted, and the first reserved image in the reserved display area 104 is moved and displayed so as to shift toward the reserved display area. In this case, if there are multiple reserved images (up to 4), each reserved image is also shifted by one position toward the front of the queue.
[0250] Furthermore, the image display means 31 displays a special symbol 1 memory count display 106a that shows the current number of special symbol 1 memory displays, and a special symbol 2 memory count display 106b that shows the current number of special symbol 2 memory displays. In Figure 1-5, the situation is shown with 2 special symbol 1 memory displays and 0 special symbol 2 memory displays, so the special symbol 1 memory count display 106a shows "2" indicating 2, and the special symbol 2 memory count display 106a shows "0" indicating 0. Also, in the hold display area 104, the situation is shown with 2 hold displays 104a, so within the hold display area 104a, 2 hold displays 104a are displayed, and 2 un-displayed un-hold display areas 104b remain.
[0251] (Preview) A pre-announcement is a type of pre-announcement effect that, regarding a reserved memory that is waiting to be executed as part of a decorative symbol variation game, before the execution of the decorative symbol variation game corresponding to the reserved memory, uses the display pattern of the reserved image and the decorative symbol variation game that is executed before the decorative symbol variation game corresponding to the reserved display 104 to perform an effect that suggests the probability of winning for the reserved display 104.
[0252] The effects provided by the pre-announcement feature are implemented using image effects using the image display means 31, as well as sound effects using speakers 19a, 19b, 19c, and 19d, light effects using LEDs 63a and 64a, and movable parts (movable parts for the middle button, movable parts for the side unit, and movable parts on the panel side (lower movable parts 30a and upper movable parts 30b)).
[0253] Furthermore, in this embodiment, the display mode of the held image is changed (e.g., from white to blue, yellow, green, red, rainbow, etc.), and the pre-announcement that suggests the probability of winning in advance according to the change mode is called a held image change effect. (e.g., the probability of winning increases in the order of blue → yellow → green → red → rainbow, and rainbow suggests a guaranteed win.)
[0254] (Pseudo-consecutive announcement) The pseudo-consecutive announcement is a type of pre-announcement performance that executes a pseudo-variable display using the variable displays of the decorative patterns 100, 101, and 102. Specifically, in one decorative pattern variable game, a part or all of the decorative patterns 100, 101, and 102 are put into a temporary stop state, and the pseudo-variable that causes the decorative pattern to be variably displayed again from the temporary stop state is repeated one or more times. As a result, it is possible to give the player an illusion that multiple decorative pattern variable games are being executed even though it is actually one decorative pattern variable game.
[0255] In such a pseudo-consecutive announcement, according to the number of times the pseudo-variable is executed, it is configured to suggest the winning expectancy of the decorative pattern variable game. That is, in one decorative pattern variable game, the more times the pseudo-variable by the pseudo-consecutive announcement is executed, the higher the winning expectancy of the decorative pattern variable game becomes.
[0256] (Step-up announcement) The step-up announcement is a type of pre-announcement performance and is a performance with multiple stages of performance steps. Specifically, it develops from the first-stage step-up 1 performance (SU1 performance) to the multi-stage step-up N (N ≤ 2) performance, and the higher the development result (the larger the value of N), the higher the winning expectancy of the decorative pattern variable game becomes. Regarding the development of the step-up performance, it may be developed step by step like SU1 performance → SU2 performance → SU3 performance, or it may be developed by skipping a predetermined stage like SU1 performance → SU3 performance.
[0257] (Background change announcement) A background change notification is a type of notification effect that occurs during a reel spinning game, transitioning the current gameplay stage to a different gameplay stage. When the gameplay stage changes, for example, the design of the background image, the character parts 100a, 101a, 102a and number parts 100b, 101b, 102b of reel symbols 100, 101, and 102, and the design of the hold image for hold display 104 and the hold image for hold display 105 are changed to match the destination gameplay stage. The game is designed so that the probability of winning in the reel spinning game increases depending on the type of gameplay stage to which it is transitioned and the content of the stage transition effect that occurs when the gameplay stage changes.
[0258] (movable object) The game board 8 is equipped with two movable parts for display purposes: a lower movable part 30a positioned at the front lower part of the image display means 31 in a location that does not obstruct the flow of game balls, and an upper movable part 30b positioned at the front upper part of the image display means 31 in a location that does not obstruct the flow of game balls. The lower movable part 30a and the upper movable part 30b are each configured to move within a movable space formed between the image display means 31 and the plywood board 80 (or transparent resin board). The lower movable object 30a is formed with a design featuring a predetermined character image. It moves from the origin position at the front lower part of the image display means 31 toward the upper side of the movable space. When it reaches the performance position at the center front of the display area of the image display means 31, it stops moving. At this performance position, it performs an LED light-emitting effect (light-emitting by LEDs on a movable object LED board installed inside the movable object, or by LEDs 64a mounted on the game frame 5 side or LEDs 63a mounted on the game board 8 side) or a predetermined performance action (such as stopping at the performance position or vibrating the movable object in small increments), and is configured to return to the origin position afterward.
[0259] On the other hand, the upper movable object 30b is formed with a logo design having a predetermined string of characters, and moves from the origin position on the front upper part of the image display means 31 toward the lower side of the movable space, and stops moving when it reaches the performance position on the central front side of the display area of the image display means 31, and at this performance position it performs an LED light-emitting performance (light-emitting by LEDs on a movable object LED board installed inside the movable object, or light-emitting by LEDs 64a mounted on the game frame side or LEDs 63a mounted on the game board side) or a predetermined performance operation (such as stopping at the performance position or vibrating the movable object in small increments), and is configured to return to the origin position afterwards.
[0260] Such movable performance actions by the lower movable part 30a and the upper movable part 30b are carried out by control instructions from the performance control unit 540. The performance control unit 540 is configured to execute various movement patterns, including a movement pattern that moves only the lower movable part 30a, a movement pattern that moves only the upper movable part 30b, and a movement pattern that moves both the lower movable part 30a and the upper movable part 30b simultaneously. In this way, by executing various movement patterns by the performance control unit 540, a series of movable performances using one or more movable parts are realized.
[0261] Figure 2-1 shows the memory map of the main control unit 520.
[0262] (Memory map) The address range from the first address 0000H to 01EBH (00C6H to 0112H, 0130H to 0150H, and 017CH to 01EBH are unused) is allocated to a built-in RWM that can be read / written. Next, the address range from 1000H to 1073H is allocated to a built-in register (≒ built-in function register) that can be partially read / written. Next, the address range from 8000H to A32FH (8A36H to 9000H, 9935H to 9C10H, A07DH to A2000H, and A32FH to the last address FFFFH are unused) is allocated to a built-in ROM that can be read but not written to.
[0263] Here, among the address areas assigned to the built-in RWM, in the address area of 0000H to 0130H (00C6H to 0112H is unused), the work of the used area and the stack of the used area (collectively referred to as the RWM within the used area) are arranged. Also, among the address areas assigned to the built-in RWM, in the address area of 0150H to 0200H (017CH to 01EBH is unused), the work outside the used area and the stack outside the used area (collectively referred to as the RWM outside the used area) are arranged. The RWM within the used area is an area defined to be within a predetermined upper limit capacity in the rules regarding the certification of the gaming machine and the type certification, etc. (the storage capacity of the RWM is 1024 bytes), and the RWM outside the used area is an area provided separately from it.
[0264] Also, among the address areas assigned to the built-in ROM, in the address area of 8000H to 9935H (8A36H to 9000H is unused), the program of the used area and the data of the used area (collectively referred to as the program within the used area) are arranged. Further, among the address areas assigned to the built-in ROM, in the address area of 9C10H to A32FH (A07DH to A200H is unused), the program outside the used area and the data outside the used area (collectively referred to as the program outside the used area) are arranged. The program within the used area is an area defined to be within a predetermined upper limit capacity in the rules regarding the certification of the gaming machine and the type certification, etc. (the maximum storage capacity of the ROM is 16KB), and the program outside the used area is an area provided separately from it.
[0265] Programs within the used area can access the data area of the used area and access and update RWMs within the used area, but they can only access RWMs outside the used area and cannot update them. Similarly, programs outside the used area can access the data area outside the used area and access and update RWMs outside the used area, but they can only access RWMs within the used area and cannot update them. Therefore, if an RWM outside the used area needs to be updated while a program within the used area is processing, it is necessary to call a program outside the used area and perform the update within that program. The same applies when an RWM within the used area needs to be updated while a program outside the used area is processing.
[0266] Figures 2-2 and 2-3 show flowcharts of the system processing performed by the main control unit 520 when the power is turned on.
[0267] (Main control system processing) This system processing is performed by programs within the allocated memory area.
[0268] When system processing begins, the initial settings (S1000) first include disabling timer interrupt processing, setting the stack pointer, disabling the RWM protection state to enable read / write access, disabling the prohibited area to prevent illegal access resets when accessing the prohibited area of the RWM, and turning off the firing control signal to prevent accidental firing before gameplay begins.
[0269] Next, the sub-CPU boot waiting process (S1001) is executed. Here, a predetermined wait process is performed until the initial setup of the performance control unit 540 is completed and it becomes ready to receive commands. During this wait process, the WDT clear process is executed, and a power abnormality check process is performed. If a power abnormality is detected by this power abnormality check process, power off command 1 (BA33H) and power off command 2 (BA55H) are sent to the performance control unit 540. When the performance control unit 540 receives power off command 2 (BA55H), a black screen is displayed on the image display means 31. Furthermore, the performance control unit 540 enters a state of waiting for the WDT to reset in an infinite loop process.
[0270] When the sub-CPU boot waiting process is completed, a standby screen display command (BA08H) is sent to the performance control unit 540 (S1002). When the performance control unit 540 receives the standby screen display command (BA08H), the image display means 31 displays "Please Wait" in white text on a black screen.
[0271] Next, a chip code is transmitted to the performance control unit 540 (S1003). This chip code has a different value set for each individual one-chip microcomputer and is stored in the chip code register as unique identification information.
[0272] The performance control unit 540 stores the chip code received when the power is first turned on, and each time the power is turned on, it determines whether the newly received chip code matches a chip code already stored. If the chip codes match, it determines that a normal chip code has been received and does not perform any special processing. However, if there is a mismatch, it is possible to issue an abnormal notification, indicating that an abnormal chip code has been received. This makes it possible to determine if the main control unit 520 may have been illegally replaced due to cheating or other fraudulent activities.
[0273] Next, the system waits for the payout control unit 510 to start up, while repeatedly performing the WDT clearing process and power supply abnormality check process until it is determined that the communication signal from the payout control unit 510 is ON (S1004).
[0274] After completing the processes up to S1004, it is then determined whether the setting change conditions for performing a setting change process that allows the setting value to be changed are met (S1005). In S1005, if the inner frame 3 is open relative to the outer frame 2 (inner frame open switch 35b is ON), the RWM clear switch 522 is pressed (ON), and the setting key switch 523 is rotated (ON), it is determined that the setting change conditions are met, and the setting change process (S1006) is executed.
[0275] (Settings change process) In the setting change process (S1006), a setting change start command (BA76H) is first sent to the performance control unit 540. When the performance control unit 540 receives the setting change start command (BA76H), the image display means 31 displays "Settings being changed" in white text on a black screen, and the speakers 19a, 19b, 19c, and 19d output the sound "Settings being changed".
[0276] Next, the backup flag is cleared, and the setting value information is retrieved from the RWM setting value storage area within the used area into a register. It is then determined whether the retrieved setting value is an abnormal value (a value other than 00H to 05H, which corresponds to the six levels of setting 1 to setting 6). If it is an abnormal value, the retrieved setting value is corrected to a normal value (00H). However, the value in the setting value storage area is not changed at this time.
[0277] Next, the input information of the RWM clear switch 522 is acquired. The RWM clear switch 522 functions as a setting change operation means for changing the setting value while the setting is being changed. If the setting change operation means is being operated, the acquired setting value is updated (+01H). At this time, if the updated setting value exceeds 05H which corresponds to setting 6 (05H → 06H), it is corrected to 00H which corresponds to setting 1, so that the setting value cycles through the range of setting 1 to setting 6.
[0278] Subsequently, based on the acquired or updated setting values, the setting value information (information from any of settings 1 to 6) is displayed on the setting display means 521.
[0279] Then, it is determined whether the setting key switch 523 is in the ON state. If it is in the ON state, the above process is repeated, starting again by obtaining the input information from the RWM clear switch 522. If it is in the OFF state, the current setting value is stored in the setting value storage area to confirm the setting value, and a setting value command (BA70H to BA75H corresponding to the six levels from setting 1 to setting 6) is sent to the performance control unit 540 to terminate the setting change process.
[0280] Furthermore, even while configuration changes are being made, the WDT (Wavedrive Delay Test) is cleared and a power supply abnormality check is performed, which allows the system to respond to power supply abnormalities or program abnormalities during configuration changes.
[0281] Furthermore, during configuration changes, security information is configured to be sent to the hall computer as external output information.
[0282] Incidentally, even if there is only one setting stage, the system may be configured to allow the setting change process to be executed. In this case, even if the setting value change operation means is operated, the setting value will not be changed. However, in terms of internal control processing, the acquired setting value (e.g., 00H) may be updated (+01H), and if it is determined that the updated setting value exceeds 00H corresponding to setting 1, it may be corrected again to 00H corresponding to setting 1. By configuring it in this way, even if there are setting stages for each model, the program only needs to be modified by changing numerical values, so most of the program can be made common.
[0283] On the other hand, if it is determined in S1005 that the setting change conditions are not met, the process proceeds to S1007 for determining if the setting value is abnormal. In S1007, setting value information is obtained from the RWM setting value storage area within the used area, and it is determined whether the obtained setting value is an abnormal value (a value other than 00H to 05H corresponding to the six levels from setting 1 to setting 6). If it is determined that the value is abnormal, RWM error processing (S1008) is executed.
[0284] Furthermore, if it is determined that the setting value obtained from the setting value storage area in S1007 is not an abnormal value, the process proceeds to the backup flag check in S1009. In S1009, it is determined whether the backup flag, which is set when the power-off process was executed normally during the previous power outage, is in the ON state (AA55H). If it is determined that it is not in the ON state (≠AA55H), RWM error processing (S1008) is executed.
[0285] (RWM error handling) In RWM error handling (S1008), the main control unit 520 controls the game to a stopped state, halting the progress of the game program. Specifically, it displays information indicating the game is stopped ("E" display) on the performance display LED 521 and sends an RWM error command (BA7FH) to the performance control unit 540. When the performance control unit 540 receives the RWM error command (BA7FH), the image display means 31 displays "Please change settings" in white text on a black screen, and predetermined error sounds are output from speakers 19a, 19b, 19c, and 19d.
[0286] Subsequently, an infinite loop process is executed, repeatedly performing the WDT clearing process and the power abnormality check process. Once the game stops due to the RWM error processing (S1008), the game stops and the infinite loop process continues unless the power is turned on again using the power switch and the setting change process (S1006) is executed.
[0287] Furthermore, when the game is stopped, the system is configured to send security information to the hall computer as external output information.
[0288] Incidentally, even if there is only one setting stage, the RWM error handling (S1008) can be configured to be executable. By configuring it in this way, even if the presence or absence of setting stages differs from model to model, program modifications only require changing numerical values, so most of the program can be standardized.
[0289] On the other hand, if it is determined in S1009 that the backup flag is in the ON state (AA55H) (=AA55H), the process proceeds to determine whether the RWM clear condition in S1010 is met. In S1010, it is determined whether the RWM clear switch 522 is in the ON state (pressed down). If it is determined that it is in the ON state, the RWM clear process (S1011) is executed.
[0290] (RWM clearing process) In the RWM clear process (S1011), a used area RWM clear process is executed, which clears all RWM areas within the used area, excluding the setting value storage area (RWM outside the used area is not subject to the clear process). Furthermore, an initialization command (BA01H) and an RWM clear command (BA02H) are sent to the performance control unit 540. When the performance control unit 540 receives the initialization command (BA01H), an initialization operation is executed to drive the movable parts (middle button movable part, side unit movable part, panel-side movable parts (lower movable part 30a, upper movable part 30b)) in a predetermined operation pattern for operation confirmation. Also, when the performance control unit 540 receives the RWM clear command (BA02H), an RWM clear notification is executed for a predetermined time (e.g., 30 seconds) using the image display means 31, speakers 19a, 19b, 19c, 19d, LEDs 63a, 64a, etc. to notify that the RWM clear has been performed. At this time, the image display means 31 displays a default background screen indicating the initial state, and the decorative patterns 100, 101, and 102 are displayed in a predetermined display mode (e.g., "2", "3", "7") that indicates the state after RWM clearing.
[0291] Next, initial settings are performed upon RWM clearing in accordance with the RWM clearing process. These initial settings include setting an unauthorized information timer to measure the notification time (30 seconds) for the RWM clear notification, setting specific losing stop light patterns to display the LED 76a for special symbol 1 variation and the LED 76b for special symbol 2 variation with specific losing stop light patterns, and setting a relief activation count counter to activate relief mode (time-saving game state) when the number of times special symbol 1 variation or special symbol 2 variation is displayed reaches a predetermined specific number (900 times). After these settings are completed, the RWM clearing process (S1011) is terminated.
[0292] Furthermore, the RWM clear process (S1011) is configured to be executed not only when it is determined in S1010 that the RWM clear switch 522 is in the ON state, but also after the configuration change process (S1006) has finished. Therefore, when the configuration change process (S1006) is performed, the RWM clear process (S1011) is also executed.
[0293] On the other hand, if it is determined in S1010 that the RWM clear switch 522 is in the OFF state (not pressed), the process proceeds to determine whether the setting confirmation conditions in S1012 are met. In S1012, if the inner frame 3 is open relative to the outer frame 2 (inner frame open switch 35b is in the ON state) and the setting key switch 523 is rotated (ON state), it is determined that the setting confirmation conditions are met, and the setting confirmation process (S1013) is executed.
[0294] (Configuration confirmation process) In the setting confirmation process (S1013), first, setting value information is obtained from the setting value storage area of the RWM within the usage area and stored in a register. Based on the obtained setting value, the setting value information (information from one of settings 1 to 6) is displayed on the setting display means 521.
[0295] Next, a setting confirmation start command (BA60H to BA65H, corresponding to the six settings from setting 1 to setting 6) is sent to the performance control unit 540. When the performance control unit 540 receives the setting confirmation start command, the image display means 31 displays the setting history list screen on a black screen with the words "Changing settings" in green text. In addition, the speakers 19a, 19b, 19c, and 19d output the sound "Changing settings". Once the setting history list screen is displayed, the user can use the operation means 14a or the cross buttons 18 to check the history information of the settings so far, the setting time, etc.
[0296] The history information can display up to 50 previous settings, and each time new history information is updated, the oldest history information (50th entry) is deleted in order. The setting time can be displayed up to a maximum of 999:59 minutes. Furthermore, while the settings history list screen is displayed, you can clear the settings history by pressing and holding the up or down arrow keys on the directional pad for 3 seconds.
[0297] Subsequently, it is determined whether the setting key switch 523 is in the ON state. If it is in the ON state, the above process is repeated, starting again by obtaining the input information from the RWM clear switch 522. If it is in the OFF state, a setting value command (BA70H to BA75H corresponding to the six levels from setting 1 to setting 6) is sent to the performance control unit 540, and the setting confirmation process (S1013) is terminated.
[0298] Furthermore, during the configuration check, the WDT (Wavedrive Delay Test) is cleared, and a power supply abnormality check is performed. This configuration allows the system to respond to power supply abnormalities or program errors during the configuration check.
[0299] Furthermore, during the configuration check, security information is transmitted to the hall computer as external output information, and the system is configured to output a security signal for a predetermined period (30 seconds) even after the configuration check is complete.
[0300] Incidentally, even if there is only one setting stage, the setting confirmation process (S1013) may be configured to be executable. By configuring it in this way, even if the presence or absence of setting stages differs from model to model, program modifications only need to be made by changing numerical values, so most of the program can be standardized.
[0301] On the other hand, if it is determined in S1012 that the setting confirmation conditions are not met, the process proceeds to the backup restoration process in S1014.
[0302] (Backup restoration process) In the backup recovery process (S1014), various game processes are restored based on the backup data that was backed up when the power was lost.
[0303] Furthermore, an initialization command (BA01H) and a backup restore command (BA03H) are sent to the performance control unit 540. When the performance control unit 540 receives the setting change start command (BA76H), the image display means 31 displays the message "Power outage has been restored. Please resume playing" in white text on a black screen. In parallel with this, the initialization operation of the movable parts (middle button movable part, side unit movable part, and board-side movable parts (lower movable part 30a, upper movable part 30b)) is also performed by the initialization command. After sending commands to the performance control unit 540 is complete, the backup restore process (S1014) is terminated.
[0304] Furthermore, the backup restore process (S1014) is configured to be executed not only when it is determined in S1012 that the configuration confirmation conditions are not met, but also after the configuration confirmation process (S1013) has finished. Therefore, when the configuration confirmation process (S1013) is performed, the backup restore process (S1014) is also executed.
[0305] To summarize the above processes, the main control system process will perform one of the following processes (1) to (4). (1) Configuration change process (S1006) + RWM clear process (S1011) (2) RWM clearing process (S1011) (3) Configuration confirmation process (S1013) + Backup restoration process (S1014) (4) Backup restoration process (S1014) Then, after any of the processes (1) to (4) are performed, the game start clear process (S1015) shown in Figure 2-3 is performed. In this process, the error information storage area that stores error information of the used area RWM is cleared. Specifically, the backup flag, the power abnormality counter for storing the number of times a power abnormality has been determined, the payout abnormality counter for storing the number of times an abnormality of the payout control unit 510 has been determined, the error flag for determining various errors (ball jam, supply shortage, counting abnormality, wire break, door open, prize entry error, radio wave error, magnetic error, etc.), the error detection timer for detecting various error states, and the error notification timer for managing various error notification times are cleared. As a result, when the power is turned on, the error information from before the power cut is cleared, so when the power-on process is performed, it is possible to return to a state where the error state has been cleared.
[0306] Next, the game start settings (S1016) are performed. In this process, the internal function registers are set, and various settings related to the game are configured.
[0307] First, the internal function registers are configured, including the interrupt priority register, CTC control register, CTC data register, interrupt enable register, WDT control register, transmit prescaler register, 8-bit variable-length random number maximum value register, 16-bit variable-length random number maximum value register, and external latch control register.
[0308] The interrupt priority register is a register that sets the priority when multiple interrupt requests occur. In this embodiment, only one interrupt request from a CTC is used, so prioritization is not particularly necessary, but the register is set so that the interrupt request from the CTC being used has a higher priority.
[0309] The CTC control register is a register that sets the method for setting the timer value by CTC, and is set to a fixed value. The CTC data register is a register that sets the count value that determines the output timing of the interrupt request signal by CTC, and in this embodiment, a count value equivalent to 4ms is set in order to realize timer interrupt processing that occurs with a period of 4ms.
[0310] The interrupt enable register is a register that sets whether to enable or disable the interrupt request signal from the CTC, and is set to the enable state in order to generate timer interrupt processing (S1024~S1045).
[0311] The WDT control register is used to configure settings related to the WDT's clear mode and timer. The transmit prescaler register is used to set the transmit baud rate for serial communication with the payout control unit 510.
[0312] The 8-bit variable-length random number maximum value register is used to set the total number of random numbers for special symbols (e.g., 205) used in the special symbol lottery process to determine the types of stop symbols, such as the jackpot stop light pattern, minor win stop light pattern, and losing stop light pattern in the special symbol 1 variation display and the special symbol 2 variation display. It is also used to set the total number of random numbers for normal symbols (e.g., 200) used in the normal symbol lottery process to determine the types of stop symbols, such as the win stop light pattern and losing stop light pattern in the normal symbol variation display. Each random number circuit is activated by setting the maximum value (total number) of each random number in the 8-bit variable-length random number maximum value register.
[0313] The 16-bit variable-length random number maximum value register is used to set the total number of random numbers for special symbol variation patterns (e.g., 10000) used in the special symbol variation pattern lottery process to determine the variation patterns (variation time and variation effects) for special symbol 1 variation display and special symbol 2 variation display, and the total number of random numbers for normal symbol variation patterns (e.g., 30000) used in the normal symbol variation pattern lottery process to determine the variation patterns (variation time and variation effects) for normal symbol variation display. Each random number circuit is activated by setting the maximum value (total number) of each random number in the 16-bit variable-length random number maximum value register.
[0314] The external latch control register sets the parameters to allow the acquisition of random numbers when an acquisition signal is input to each random number circuit (8-bit fixed-length random number circuit, 16-bit fixed-length random number circuit, 8-bit variable-length random number circuit, 16-bit variable-length random number circuit) for acquiring (latching) random numbers.
[0315] Furthermore, multiple types of random number variables for special symbols may be provided, and the system may be configured to determine the variation pattern using multiple types of random number variables for special symbols. In this case, the 8-bit variable-length random number maximum value register may be configured to set the total number of random number variables for the second special symbol (e.g., 240) and the total number of random number variables for the third special symbol (e.g., 252).
[0316] Incidentally, the random numbers used for determining the outcome of the special symbol 1 variation display and the special symbol 2 variation display, as well as the random numbers used for determining the outcome of the normal symbol variation display, each use a 16-bit fixed-length random number circuit. This 16-bit fixed-length random number circuit is configured to start automatically after a system reset of the main control unit 520 or a WDT reset. Therefore, there is no need to set a maximum value for the random number to start the random number circuit.
[0317] Furthermore, the random numbers for determining jackpots, random numbers for determining wins, random numbers for special symbols, random numbers for normal symbols, random numbers for special symbol variation patterns, and random numbers for normal symbol variation patterns may be configured to generate random numbers programmatically without using each random number circuit (software random numbers). In this case, it is desirable to configure the system to perform random number update processing to update each random number value and set the initial value of each random number value in the cyclically executed main loop processing (S1017~S1023) and timer interrupt processing (S1024~S1045).
[0318] Next, various settings related to gameplay are configured, including clearing the LED common port, setting the firing control signal to ON, and setting the operation confirmation display timer for the performance indicator LED 521.
[0319] In this embodiment, the performance indicator LED 521 and the pattern display device 76 are controlled by a dynamic lighting method, and in the LED common port clearing process, the common data of the common port output to each is cleared.
[0320] Next, the launch control signal, which was set to OFF at the start of the main control system processing, is set to ON, thereby allowing the game ball to be launched.
[0321] Finally, a timer is set to activate the operation confirmation indicator, which blinks all of the performance indicator LEDs 521 for a predetermined period (approximately 5 seconds). This ensures that the performance indicator LEDs 521 always activate the operation confirmation indicator for the predetermined period each time the power is turned on, and that the display of the base value begins after the operation confirmation indicator has finished.
[0322] Once these settings are complete, the program proceeds to the main loop processing (S1017-S1023).
[0323] (Main loop processing) In the main loop processing (S1017~S1023), first, interrupt disabling processing (S1017) is performed to prevent the generation of the interrupt handling program. Next, all registers are saved to the stack area, and the table pointer register, which will be the reference address for specifying the RWM area used, is also saved to the stack area (S1018~S1019). After that, the out-of-bounds processing within the main loop (S1020), which is located in the program outside the used area, is called and executed. After the execution of the out-of-bounds processing within the main loop (S1020), the table pointer register is restored, all registers are restored (S1021~S1022), and interrupt enabling processing (S1023) is performed to allow the generation of the interrupt handling program.
[0324] The system is configured to execute timer interrupt processing (S1024-S1045) when an interrupt timing, which occurs at a predetermined period (4ms period), arrives while this series of main loop processing (S1017-S1023) is being repeated. Incidentally, during the execution of the main loop processing (S1017-S1023), interrupt disabling processing (S1017) is performed, so timer interrupt processing (S1024-S1045) is not executed. Timer interrupt processing (S1024-S1045) is executed between the interrupt enabling process in S1023 and the next interrupt disabling process (S1017).
[0325] (Processing outside the main loop area) Now, with reference to Figure 2-5, we will explain the processing outside the main loop area (S1020). Figure 2-5 shows a flowchart of the processing outside the main loop area (S1020). Processing outside the main loop area (S1020) is called and executed during the execution of the main loop processing (S1017~S1023).
[0326] When the out-of-bounds processing within the main loop (S1020) is called, the stack pointer of the used area is first saved, and then the stack pointer of the out-of-bounds area is set (S1046).
[0327] Next, the RWM initialization determination process (S1047) is executed. Here, it is determined whether there are any abnormalities in the contents of the RWM outside the used area. If an abnormality is determined to have occurred, the RWM outside the used area is cleared and the initial data is set. In determining whether or not an abnormality has occurred, the system monitors for abnormalities such as whether the value of the display content pointer used to specify the display content of the performance display LED 521 (real-time base value, first cumulative base value, second cumulative base value, third cumulative base value) is an abnormal value, and whether the value of the division task pointer that manages the stage of the division task in the aggregate division process of the performance display LED 521 (S1048) is an abnormal value. It also monitors whether the initial flag, which determines whether or not it is the first time the gaming machine 1 has been powered on, is ON (first power-on). This is because, at the time of the first power-on, the necessary data has not yet been set, and it is necessary to set the initial data.
[0328] Next, the performance display LED aggregation division process (S1048) is executed to calculate the base value to be displayed on the performance display LED 521. In the performance display LED aggregation division process (S1048), the number of prize balls awarded for winning in each prize slot (special symbol 1 start slot 38, special symbol 2 start slot 39, upper left prize slot 40, middle left prize slot 41, lower left prize slot 42, right prize slot 43, upper large prize slot 44, lower large prize slot 45) is counted, and the number of outs is counted for balls entering the out switch count 47a. Based on the counted number of prize balls and outs, the base value is calculated. The calculated base value is stored in the ratio buffer of the RWM outside the usage area, and the base value stored in this ratio buffer is displayed on the performance display LED 521.
[0329] Finally, the stack pointer that was out of use is restored (S1049), and the out-of-bounds processing within the main loop (S1020) is terminated.
[0330] Figure 2-4 shows a flowchart of the timer interrupt processing performed by the main control unit 520.
[0331] (Timer interrupt handling) If an interrupt timing occurs during the execution of the main loop processing (S1017~S1023), the timer interrupt processing (S1024~S1045) is executed. In the timer interrupt processing (S1024~S1045), each process related to the game (game processing) is executed in the following order from (1) to (18). (1) Power supply abnormality check process (S1024) to check for power supply abnormalities and perform power outage procedures in the event of an emergency. (2) Timer management process (S1025) for updating various timers used in game processing. (3) Input management process (S1026) that creates and manages input data based on input information from switches (special symbol 1 start switch 38a, special symbol 2 start switch 39a, prize slot switches 40a, 42a, 43a, big prize slot switches 44a, 45a, right gate switch 46a, out switch 47a, etc.) (4) Random number circuit processing to check for abnormalities in the random number circuit (S1027) (5) The prize ball management process (S1028) refers to the information of the prize counter and, if there is a prize, sends a payout control command (prize ball command) to the payout control unit 510 to specify the number of prize balls. (6) The normal symbol management process (S1029) performs the following: monitoring of ball entry into the right gate switch 46a (normal symbol start switch), updating of normal symbol hold memory information, winning lottery processing, normal symbol lottery processing, normal symbol variation pattern lottery processing, and starting and stopping processing of normal symbol variation display. (7) Ordinary electric mechanism management processing (S1030) that performs the necessary processing for the execution of electric tuner support, such as the opening and closing of the movable piece 39b of the special symbol 2 start port 39. (8) Special symbol management processing (S1031) which monitors ball entry into special symbol 1 start switch 38a and special symbol 2 start switch 39a, updates special symbol hold memory information, determines execution of pre-announcement, jackpot lottery processing, special symbol lottery processing, special symbol variation pattern lottery processing, special symbol variation display start and stop processing, and setting processing related to transitions in game state. (9) Special electric mechanism management processing (S1032) which performs execution processing related to winning games (jackpot games, minor win games) and setting the game state after a jackpot game. (10) Error management processing (S1033) is performed to monitor whether an error (abnormality) has occurred in the game operation based on detection information from various sensors (magnetic sensor 73, radio wave sensor 74, vibration sensor 75) and switches (ball counting switch 23c, supply depletion detection switch 23d, firing stop switch 34, frame release switch 35, ball jam detection switch 36), and to send an error command that can identify the type of error to the performance control unit 540. (11) Game information notification management process (S1034) which lights up the LED 76g for indicating right-handed play when right-handed play is advantageous, and turns off the LED 76g for indicating right-handed play when left-handed play is advantageous. (12) External terminal management processing (S1035) which performs the processing of transmitting external terminal signals related to external output information from the external terminal board 60 to the hall computer. (13) Solenoid management processing (S1036) which performs output processing of drive signals (excitation signals) to the drive source (large prize opening solenoids 70, 71, special symbol 2 start opening solenoid 72) (14) LED management processing (S1037) which updates the port output counter that manages the lighting cycle of the dynamic lighting control and outputs control signals (common data, lighting data) to the pattern display device 76 and the performance display LED 521. (15) Area transition processing which handles the transition between the used area program and the out-of-use area program, display processing which displays the base value on the performance display LED 521, and processing which handles the creation and output of the test firing signal, etc. Timer interrupt out-of-area processing (S1038~S1042) (16) When the out switch 47a detects a game ball, an out command transmission process (S1043) is performed to send an out command indicating the detection information to the performance control unit 540. (17) SPI communication start process (S1044) that outputs serial data stored in the serial communication buffer. (18) Perform a clear treatment on the WDT (S1045)
[0332] The processes described in (1) through (18) above are explained in detail below.
[0333] ((1) Power supply abnormality check process) In the power abnormality check process (S1024), first, information about the input port to which the power abnormality signal is input is obtained. If the power abnormality signal is ON, the power abnormality counter is incremented (+01H), and if it is OFF, the value of the power abnormality counter is cleared (cleared to 00H). At this time, if the power abnormality signal is OFF, the process ends here. If the power abnormality signal is ON, the process continues and it is determined whether the incremented value of the power abnormality counter has reached a predetermined value (e.g., 02H). If it is determined that the predetermined value has been reached (if the power abnormality signal is determined to be ON twice in a row), it is determined that there is a power abnormality and backup processing is executed. After that, an infinite loop process is executed to stop the progress of the game processing in preparation for a power outage.
[0334] In the backup process performed before power cut-off, power cut-off command 1 (BA33H) and power cut-off command 2 (BA55H) are sent to the performance control unit 540. When the performance control unit 540 receives power cut-off command 2 (BA55H), a black screen is displayed on the image display means 31. Incidentally, power cut-off command 1 (BA33H) and power cut-off command 2 (BA55H) are also sent to the performance control unit 540 if a power abnormality is detected during the power abnormality check process performed during the setting change process S1006, RWM error processing S1008, and setting confirmation process S1013.
[0335] Next, the backup flag is set to the ON state (AA55H). Setting the backup flag to the ON state (AA55H) allows the system to determine, upon the next power-on, that the backup process was completed successfully before the power was cut off. Furthermore, the RWM area protection is enabled, setting it to a read-only / write-only state, thereby prohibiting further rewriting of data in the RWM area.
[0336] Subsequently, the solenoid ports for outputting drive signals for the various solenoids controlled by the main control unit 520 (large prize opening / closing solenoids 70, 71, special symbol 2 starting opening / closing solenoid 72), launch control signals, and strobe signals transmitted when sending commands to the performance control unit 540 are cleared. Furthermore, external output information (OFF signals) to turn off all external signals, OFF data to turn off all common data output to the symbol display device 76 and performance indicator LED 521, and off data to turn off all lights as data output to the symbol display device 76 and performance indicator LED 521 are stored in the serial communication output buffer, and output processing is started. This stops various functions before the power is cut off.
[0337] Finally, in order to prevent the timer interrupt from occurring, the interrupt enable register is set to the disabled state, and interrupt disable processing is performed to prevent the interrupt processing program (S1024~S1045) from running, before transitioning to the infinite loop process.
[0338] ((2) Timer management process) In the timer management process (S1025), the values of various timers used in the game process are updated. The types of timers targeted include the general-purpose timer, special-purpose timer, fraud information timer, magnetic error notification timer, radio wave error notification timer, prize entry error notification timer, general-purpose prize entry activation timer, large prize entry activation timer, and operation confirmation display timer.
[0339] Here, the regular symbol change timer is a timer that manages the change time of the regular symbol change display, the illumination time of the stop illumination pattern (regular symbol confirmation time, regular symbol confirmation time), the opening time of the electric reel support, and the interval time before and after opening, which are set as needed.
[0340] The special symbol timer is a timer used to manage and set, as needed, the fluctuation time of the special symbol fluctuation display, the illumination time of the stop illumination pattern (special symbol confirmation time, special symbol confirmation time), the opening time of the large prize slots 44 and 45, the interval time before the start of a jackpot, the interval time between rounds, and the interval time after the end of a jackpot.
[0341] The fraud information timer is set as needed to manage and control various events, such as the RWM clear notification time, the fraud notification time for fraudulent entry into the special symbol 2 start slot (entry when the electric tuner support is not activated), and the fraud notification time for fraudulent entry into the large prize slots 44 and 45 (entry when the large prize slots 44 and 45 are not open).
[0342] The magnetic error notification timer is a timer that sets and manages the magnetic error notification time triggered by magnetic detection by the magnetic sensor 73. The radio wave error notification timer is a timer that sets and manages the radio wave error notification time triggered by radio wave detection by the radio wave sensor 74. The vibration error notification timer is a timer that sets and manages the vibration error notification time triggered by vibration detection by the vibration sensor 75. The prize slot notification timer is a timer that sets and manages the fraud detection time triggered by fraudulent entries into multiple prize slots (upper left prize slot 40, middle left prize slot 41, lower left prize slot 42) (each prize slot switch 40a, 42a, 43a continuously detects the fraud for a predetermined time).
[0343] The regular electric prize winning timeout timer is a timer that sets and manages a predetermined prize winning time after the opening time of the electric chute support ends. The special electric prize winning timeout timer is a timer that sets and manages a predetermined prize winning time after the opening time of the large prize winning openings 44 and 45 ends. The operation confirmation display timer is a timer that sets and manages the execution time of the operation confirmation display that causes all performance display LEDs 521 to blink.
[0344] Furthermore, in the timer management process, the timer to be updated is basically a 2-byte timer consisting of 2 bytes, but it is not limited to this and may be configured to use a 4-byte timer consisting of 4 bytes. In this case, the timer management process (S1025) executes timer update processing for the 2-byte timer and timer update processing for the 4-byte timer, respectively.
[0345] ((3) Input management processing) In the input management process (S1026), switch input data (switch edge data and level data) is created based on the input information of the switches (special symbol 1 start switch 38a, special symbol 2 start switch 39a, prize slot switches 40a, 42a, 43a, big prize slot switches 44a, 45a, right gate switch 46a, out switch 47a, etc.).
[0346] Furthermore, based on the created switch input data, the system checks for any fraudulent entries into the special symbol 2 start slot 39 and the large prize slots 44 and 45. If fraudulent entries are detected, the system clears the switch input data related to the special symbol 2 start slot 39 or the large prize slots 44 and 45 that were found to have fraudulent entries, and sets a fraud notification time in the fraud information timer.
[0347] Next, the information on the prize counter is updated based on the switch input data. Based on the updated prize counter information, a prize ball command will be sent to the payout control unit 510 in the prize ball management process (S1028) described later.
[0348] Furthermore, multiple prize counters are provided according to the number of prize balls awarded. Finally, a switch pass command is sent to the performance control unit 540 based on the switch input data, and this process is completed.
[0349] ((4) Random number circuit processing) In the random number circuit processing (S1027), a random number error status register (internal register) indicating an abnormality in the random number circuit is referenced to check for any abnormalities in the random number circuit. Here, the random number error status register individually indicates the status of the 8-bit fixed-length random number circuit, the 16-bit fixed-length random number circuit, the 8-bit variable-length random number circuit, and the 16-bit variable-length random number circuit, and is configured to allow determination of which random number circuit is experiencing an abnormality.
[0350] If, after checking the random number error status register, it is determined that an abnormality has occurred in at least one of the random number circuits, the random number circuit abnormality confirmation flag is set to the ON state (05AH), and a main board error command (E00BH) is sent to the performance control unit 540. When the performance control unit 540 receives the main board error command (E00BH), the message "Main board error" is displayed on the image display means 31. If it is determined that no abnormality has occurred, the process ends without setting any flags or sending any commands.
[0351] Here, if the random number circuit abnormality confirmation flag is set to ON (05AH), the normal symbol management process (S1029), described later, is configured to clear (set to 00H) the random number for hit determination, the random number for normal symbols, and the random number for the normal symbol variation pattern, which are acquired when a ball enters the right gate switch 46a. By clearing (setting to 00H) the random number for hit determination and the random number for normal symbols, the result of the win / fail lottery and the normal symbol lottery will always be a loss, and the result of the normal symbol variation display will always be a loss stop pattern. In addition, by clearing (setting to 00H) the random number for the normal symbol variation pattern, a normal symbol variation pattern with a short variation time and few variation effects will be selected.
[0352] Similarly, in the special symbol management process (S1031), when a ball enters the special symbol 1 start switch 38a and the special symbol 2 start switch 39a, the random numbers for determining the jackpot, the random numbers for the special symbol, and the random numbers for the special symbol variation pattern, which are acquired, are also configured to be cleared (set to 00H). By clearing the random numbers for determining the jackpot and the random numbers for the special symbol (set to 00H), the result of the win / loss lottery and the special symbol lottery will always be a loss, and the result of the special symbol variation display will always be a loss stop pattern. In addition, by clearing the random numbers for the special symbol variation pattern (set to 00H), a special symbol variation pattern with a short variation time and few variation effects will be selected.
[0353] Thus, if it is determined that there is an abnormality in the random number circuit, the system is configured to forcibly rewrite each acquired random number (random number for win determination, random number for normal symbols, random number for normal symbol variation pattern, random number for jackpot determination, random number for special symbols, random number for special symbol variation pattern) in order to avoid malfunctions or cheating caused by the abnormality. Furthermore, once the random number circuit abnormality confirmation flag is set to the ON state (05AH), the normal symbol management process (S1029) and special symbol management process (S1031) will not be executed normally unless the random number circuit abnormality confirmation flag is cleared by the RWM clear process (S1011).
[0354] ((5) Prize ball management processing) In the prize ball management process (S1028), the prize counter is referenced, and if it is determined that there is prize information in the prize counter, a prize ball command based on the prize information is sent to the payout control unit 510.
[0355] When sending a prize ball command, the prize counter's prize information is cleared (the prize counter is decremented by 01H), so that one prize ball command is sent for each prize information.
[0356] Furthermore, since multiple prize counters are provided according to the number of prizes won, if there is prize information in any of the prize counters, a prize ball command will be sent to the payout control unit 510.
[0357] Incidentally, even if there is winning information in multiple winning counters, the system is configured to send the winning ball command only once in each winning ball management process (S1028). Winning information from winning counters that were not processed is processed in the winning ball management process (S1028) of subsequent timer interrupt processes (S1024~S1045). This configuration ensures that the processing time required for the winning ball management process (S1028) is not affected by the number of winning information entries, thus allowing the processing time to be kept constant.
[0358] Furthermore, in the prize ball management process (S1028), it is determined whether the communication signal from the payout control unit 510 is in the ON state (normal state). If it is determined to be in the OFF state (abnormal state), the payout communication abnormality confirmation counter is incremented (+01H), and it is determined whether the value of the incremented payout communication abnormality confirmation counter has reached a predetermined value (e.g., 02H).
[0359] If it is determined that a predetermined value has been reached (for example, if the communication signal is determined to be OFF for two consecutive times), it is determined that there is a dispensing communication error, and the serial circuit error flag is set to the ON state (5AH), and a dispensing board error command (E009H) is sent to the performance control unit 540. When the performance control unit 540 receives the dispensing board error command (E009H), the message "Dispensing board error" is displayed on the image display means 31.
[0360] Thus, when the serial circuit error flag is set to the ON state (5AH), the system is configured not to send a prize ball command to the payout control unit 510 in the current prize ball management process (S1028) or subsequent prize ball management processes (S1028), regardless of whether or not there is prize information in the prize counter. Therefore, once the serial circuit error flag is set to the ON state (5AH), a prize ball command will not be sent to the payout control unit 510 unless the serial circuit error flag is cleared by the RWM clear process.
[0361] On the other hand, if it is determined that the communication signal from the payout control unit 510 is in the ON state (normal state), the payout communication abnormality confirmation counter is cleared (cleared to 00H), and a prize ball command is sent depending on whether or not there is prize information.
[0362] ((6) Normal pattern management processing) In the normal symbol management process (S1029), regardless of whether the normal variation display is in progress, the right gate switch 46a monitors whether a game ball has been detected. If it is determined that a game ball has been detected, the normal symbol reserve memory is increased (+1), and the process of acquiring multiple types of random number information necessary for executing the normal symbol variation display (random number for hit determination, random number for normal symbols, random number for normal symbol variation pattern) is executed.
[0363] To store this random number information, random number storage areas (random number storage area for win determination, random number storage area for normal symbols, random number storage area for normal symbol variation patterns) are provided, each corresponding to the upper limit of the number of normal symbol hold memories (e.g., 4). The acquired random number information is stored in the storage area corresponding to the current number of normal symbol hold memories (the number of normal symbol hold memories after addition).
[0364] Then, when the conditions for starting the normal symbol variation display are met, the number of reserved normal symbols is subtracted, and the information stored in the first memory area (the information in the memory area corresponding to reserved symbol number 1) is stored in the buffer area (random number buffer for hit determination, random number buffer for normal symbols, random number buffer for normal symbol variation pattern) which is set up as the area for storing the information to be used in this normal symbol variation display, and the information stored in the subsequent memory areas (the information in the memory areas corresponding to reserved symbol numbers 2 to 4) is shifted sequentially toward the front of the queue (information in the memory area corresponding to reserved symbol number 4 → information in the memory area corresponding to reserved symbol number 3 → information in the memory area corresponding to reserved symbol number 2 → information in the memory area corresponding to reserved symbol number 1).
[0365] Thus, the random number information stored in the memory area is configured to be processed in a first-in, first-out manner. Then, using the random number information stored in the buffer area, the winning lottery process, the regular symbol lottery process, and the regular symbol variation pattern lottery process related to the current regular symbol variation display are executed, respectively.
[0366] In the winning lottery process, a winning / losing lottery is performed using a winning judgment table that has a lower limit and an upper limit for winning judgments set. If the value of the random number information stored in the random number buffer for winning judgment is determined to be greater than the lower limit for winning judgments and less than the upper limit for winning judgments (lower limit for winning judgments < random number information < upper limit for winning judgments), it is determined that the random number value belongs to the winning judgment range, and the winning judgment flag is set to the ON state (winning judgment).
[0367] On the other hand, if it is determined that the random value does not fall within the winning range, the winning flag is set to OFF (losing). Setting the winning flag to ON (winning) at this point will trigger the necessary processing for executing the electric reel support in the normal electric reel management process described later.
[0368] In the normal symbol lottery process, the symbol lottery process is performed using either the normal symbol losing symbol table or the normal symbol winning symbol table, depending on the result of the winning lottery process (depending on the content of the winning judgment flag). The normal symbol losing symbol table and the normal symbol winning symbol table are set with a random number judgment value, stop symbol type information to determine the type of stop symbol corresponding to this random number judgment value, and variation pattern offset information used to determine the normal symbol variation pattern in the normal symbol variation pattern lottery process. The random number information value stored in the normal symbol random number buffer and the corresponding random number judgment value are searched for, and as a result of the search, the stop symbol type information and variation pattern offset information corresponding to the random number judgment value are obtained.
[0369] Based on the stop symbol type information obtained here, the stop symbols after the normal symbol variation display are determined, and when the normal symbol variation display ends, the content of the determined stop symbols is displayed. In addition, based on the variation pattern offset information obtained, a normal symbol variation pattern is selected in the normal symbol variation pattern lottery process described later.
[0370] In the normal symbol variation pattern lottery process, the variation pattern lottery process is performed using a variation pattern table determined from among multiple types of variation pattern tables, by referring to the variation pattern offset information obtained in the normal symbol lottery process, the current game state and game mode information, and, if necessary (for example, only in the case of a miss), the number of reserved memory items.
[0371] The variation pattern table has a random number judgment value set in it. The random number information stored in the random number buffer for the variation pattern of the normal symbols is searched for and the corresponding random number judgment value is retrieved as a result of the search. Based on the normal symbol variation pattern information obtained here, the variation execution time for the variation display of the normal symbols is determined and the variation execution time is set in the normal symbol timer.
[0372] Furthermore, based on the acquired normal symbol variation pattern information, a normal symbol variation pattern command may be sent to the performance control unit 540. When the performance control unit 540 receives the normal symbol variation pattern command, the image display means 31 may be configured to execute a decorative symbol normal variation game, which performs variation display using multiple decorative symbols 100, 101, and 102 in parallel with the normal symbol variation display using the symbol display device 76.
[0373] In this way, the current display of the regular symbol variation begins when the winning lottery process, the regular symbol lottery process, and the regular symbol variation pattern lottery process are executed. However, while the regular symbol variation display is running, the conditions for starting a new regular symbol variation display are not met. Until the current display of the regular symbol variation ends (until the variation execution time and the symbol determination time have ended), the winning lottery process, the regular symbol lottery process, and the regular symbol variation pattern lottery process related to a new regular symbol variation display will not be executed.
[0374] In the normal symbol management process (S1029), while the normal symbol variation display is in progress, the variation execution time set in the normal symbol normal electric timer is monitored. When the variation execution time ends, a new symbol confirmation time is set in the normal symbol normal electric timer, and processing is performed to display the content of the determined stopped symbol. Then, when the symbol confirmation time ends, if it is determined that the hit judgment flag is set to the ON state (hit judgment), the electric tuner support execution flag is set.
[0375] When this electric reel support execution flag is set, the electric reel support execution process is performed in the normal electric reel management process (S1030) described later. With this, the series of processes related to the normal symbol variation display is completed.
[0376] Furthermore, when the right gate switch 46a detects a game ball, information regarding the added normal symbol hold memory may be transmitted to the performance control unit 540 as a normal symbol hold addition command. Also, when the start condition for normal symbol variation display is met, information regarding the subtracted normal symbol hold memory may be transmitted to the performance control unit 540 as a normal symbol subtraction command. This allows the performance control unit 540 to grasp the current number of normal symbol hold memories, and to display a normal symbol hold display on the image display means 31 that shows the current number of normal symbol memory displays.
[0377] Furthermore, the system may be configured to execute the winning lottery process, the normal symbol lottery process, and the normal symbol variation pattern lottery process not only when the conditions for starting the normal symbol variation display are met, but also when the right gate switch 46a detects a game ball. In addition, when sending a normal symbol reserve addition command to the performance control unit 540, the system may be configured to send the normal symbol variation pattern information obtained through the normal symbol variation pattern lottery process. This allows the performance control unit 540 to understand the variation content of the normal symbol variation display based on the current normal symbol reserve memory, and to execute a pre-read performance (such as a special pre-read performance that can only be executed with specific variation content) according to the variation content.
[0378] Alternatively, the command to add a regular symbol hold may be configured to include information prohibiting pre-announcement notifications before transmission. This makes it possible to restrict the execution of pre-announcement notifications by the performance control unit 540.
[0379] ((7) General Electric Device Management Processing) The normal electric bonus management process (S1030) is configured to execute the necessary processes for executing electric reel support if, in the normal symbol management process (S1029) described above, the result of the normal variation display is determined to be a win, and as a result, the electric reel support execution flag is set. Therefore, if the electric reel support execution flag is not set, the normal electric bonus management process (S1030) does not perform the necessary processes for executing electric reel support.
[0380] In the normal electric bonus mechanism management process (S1030), the following processes are executed: normal electric bonus mechanism pre-start setting process (electric tuner support pre-start setting process), normal electric bonus mechanism start-up setting process (electric tuner support start-up setting process), normal electric bonus mechanism operation setting process (electric tuner support operation setting process), and normal electric bonus mechanism end-of-operation setting process (electric tuner support operation end-of-operation setting process). Incidentally, the normal electric bonus mechanism management process (S1030) is configured so that while these processes are being executed, the start conditions for new normal symbol variation displays are not met.
[0381] First, in the pre-operation setting process for the regular electric mechanism, the interval time before the electric reel support is executed is set in the regular electric timer. The interval time before the electric reel support is set here determines the time from when the regular symbol variation display ends until the electric reel support starts.
[0382] Once the interval time before the start of electric reel support has elapsed, the normal electric mechanism operation start setting process is executed. Here, the normal electric mechanism entry counter, which counts the number of entries into the special symbol 2 start opening 39, is cleared (set to 0), and an opening / closing pattern for opening and closing the movable piece 39b of the special symbol 2 start opening 39 is selected. Then, based on the selected opening / closing pattern, the drive control data for the special symbol 2 start opening solenoid 72 is set. Furthermore, the continuous opening time for opening the movable piece 39b of the special symbol 2 start opening 39 is set in the normal electric timer, and the process proceeds to the normal electric mechanism operation setting process.
[0383] In the normal electric prize mechanism operation setting process, the value of the normal electric prize mechanism winning count counter is monitored to see if it has reached the maximum number of winning entries. If it is determined that the maximum number of winning entries has been reached, the drive control of the special symbol 2 start port opening solenoid 72 is terminated at that point, and the electric tuner support termination interval time after the electric tuner support ends is set in the normal electric timer. In addition, even if the maximum number of winning entries has not been reached, if the continuous opening time set in the normal electric timer has elapsed, the same settings are made and the process proceeds to the normal electric prize mechanism operation termination setting process.
[0384] Once the electric reel support termination interval has elapsed, the normal electric mechanism operation termination setting process is executed. Here, the information on the opening and closing pattern used in the current electric reel support, the electric reel support execution flag, and various counters are cleared, and the settings are configured so that the conditions for starting the next normal symbol variation display can be met. In other words, the electric reel support termination interval set here determines the time from when the electric reel support ends until the next normal symbol variation display can begin.
[0385] With the above processing, the series of processes related to the execution of electric reel support by the standard electric reel management process (S1030) is completed.
[0386] ((8) Special Pattern Management Processing) In the special symbol management process (S1031), regardless of whether the special symbol 1 variation display or the special symbol 2 variation display is currently running, the special symbol 1 start switch 38a or the special symbol 2 start switch 39a monitors whether a game ball has been detected. Note that the following processes are essentially the same, differing only in whether they relate to special symbol 1 or special symbol 2, so to avoid redundant descriptions, the description will focus on the content related to special symbol 1.
[0387] When the special symbol 1 start switch 38a determines that a game ball has been detected, the special symbol 1 reserve memory is increased (+1), and the process of acquiring multiple types of random number information necessary to execute the special symbol 1 variation display (random number for jackpot determination, random number for special symbol, random number for special symbol variation pattern) is executed. Random number memory areas (jackpot determination random number memory area, special symbol random number memory area, special symbol variation pattern random number memory area) are provided as areas for storing this random number information, each corresponding to the upper limit of the special symbol reserve memory (e.g., 4), and the acquired random number information is stored in the memory area corresponding to the current number of special symbol reserve memories (number of special symbol reserve memories after addition).
[0388] Furthermore, if the number of special symbols held in memory at this time has reached the maximum memory limit (4), it is determined that this is an over-winning situation exceeding the maximum limit, and an over-winning command is sent to the performance control unit 540.
[0389] Next, a determination process is performed to determine whether or not to prohibit the execution of the pre-announcement. If this determination process determines that the condition for prohibiting the pre-announcement of special symbol 1 is met, pre-announcement prohibition information is obtained. If pre-announcement prohibition information is obtained, the pre-announcement prohibition information is added to the special symbol hold addition command, which is information related to the added special symbol 1 hold memory, and transmitted to the performance control unit 540. This restricts the execution of the pre-announcement.
[0390] Incidentally, the condition for prohibiting pre-reading of special symbol 1 is met when the current game state is either a low-probability, high-base state (short-time game state) where special symbol 2 retention memory is likely to occur, or a jackpot game state.
[0391] Furthermore, the condition for prohibiting pre-reading of special symbol 2 is met when the current game state is either a low-probability, low-base state (or a high-probability, low-base state) where special symbol 1 retention memory is likely to occur, or a jackpot game state.
[0392] Furthermore, if it is determined that the condition for prohibiting the pre-reading of special symbol 1 is not met, special symbol variation pattern information is added to the special symbol hold addition command and transmitted to the performance control unit 540. This special symbol variation pattern information is created based on the information in the random number storage area. This makes it possible to execute pre-reading announcements according to the special symbol variation pattern.
[0393] When the conditions for starting the special symbol variation display are met, the number of reserved special symbols is subtracted, and a special symbol retention subtraction command, which is information about the subtracted special symbol 1 reserved memory, is sent to the performance control unit 540. Furthermore, the information stored in the first memory area (information in the memory area corresponding to reserved memory number 1) is stored in the buffer area (jackpot judgment random number buffer, special symbol random number buffer, special symbol variation pattern random number buffer) provided as an area for storing information to be used in this special symbol variation display, and the information stored in the subsequent memory areas (information in the memory areas corresponding to reserved memory numbers 2 to 4) is shifted sequentially toward the front of the queue (information in the memory area corresponding to reserved memory number 4 → information in the memory area corresponding to reserved memory number 3 → information in the memory area corresponding to reserved memory number 2 → information in the memory area corresponding to reserved memory number 1).
[0394] Thus, the random number information stored in the memory area is configured to be processed in a first-in, first-out manner. Then, using the random number information stored in the buffer area, the jackpot lottery process, the special symbol lottery process, and the special symbol variation pattern lottery process related to the special symbol variation display are executed, respectively.
[0395] In the jackpot lottery process, a jackpot determination table is used to determine whether a win or loss occurs. The table contains a jackpot lower limit determination value, a jackpot upper limit determination value, and a minor win lower limit determination value and a minor win upper limit determination value. If the value of the random number information stored in the jackpot determination random number buffer is determined to be greater than the jackpot lower limit determination value and less than the jackpot upper limit determination value (jackpot lower limit determination value < random number information < jackpot upper limit determination value), the system determines that the random number value belongs to the jackpot determination range and sets the jackpot determination flag to ON (jackpot determination). Similarly, if the random number value is determined to belong to the minor win determination range, the system sets the minor win determination flag to ON (minor win determination).
[0396] On the other hand, if it is determined that the random value does not fall within the range for determining a big win or a small win, the big win flag or small win flag is set to the OFF state (loss).
[0397] Furthermore, the range for determining a jackpot is set to differ between the low-probability state and the high-probability state.
[0398] In the special symbol lottery process, the symbol lottery is performed using one of the following tables: the special symbol losing symbol table, the special symbol jackpot symbol table, or the special symbol minor win symbol table, depending on the result of the jackpot lottery process (depending on the contents of the jackpot judgment flag and the minor win judgment flag).
[0399] Each symbol table contains a random number determination value, stop symbol type information to determine the type of stop symbol corresponding to this random number determination value, and variation pattern offset information used to determine the special symbol variation pattern in the special symbol variation pattern lottery process. The random number information value stored in the special symbol random number buffer is searched for, and the stop symbol type information and variation pattern offset information corresponding to the random number determination value are obtained as a result of the search.
[0400] Based on the stop symbol type information obtained here, the stop symbols after the special symbol variation display are determined, and when the special symbol variation display ends, the content of the determined stop symbols is displayed. Furthermore, this stop symbol type information determines the type of symbols, such as the type of jackpot (10R probability variation jackpot, 4R probability variation jackpot, 4R normal jackpot) and the type of miss (miss A, miss B).
[0401] Furthermore, based on the acquired variation pattern offset information, a special pattern variation pattern is selected in the special pattern variation pattern lottery process described later.
[0402] In the special symbol variation pattern lottery process, the variation pattern lottery process is performed using a variation pattern table determined from among multiple types of variation pattern tables, by referring to the variation pattern offset information obtained in the special symbol lottery process, the current game state and game mode information, and, if necessary (for example, only in the case of a miss), the number of reserved memory items.
[0403] The variation pattern table has a random number judgment value set, and the random number information stored in the special symbol variation pattern random number buffer is searched for and the corresponding random number judgment value is retrieved as a result of the search. Based on the special symbol variation pattern information obtained here, the variation execution time for the special symbol variation display is determined and the variation execution time is set in the special symbol special timer.
[0404] Furthermore, based on the acquired special symbol variation pattern information, a special symbol variation pattern command is sent to the performance control unit 540, and a symbol specification command is sent based on the type of stopped symbol information. When the performance control unit 540 receives the special symbol variation pattern command and the symbol specification command, the image display means 31 executes a decorative symbol variation game, which performs variation displays of multiple decorative symbols 100, 101, and 102 in parallel with the special symbol 1 variation display using the symbol display device 76. The performance control unit 540 also determines the performance content of the decorative symbol variation game (such as a variation pattern without a reach or a variation pattern with a reach) according to the content of the received special symbol variation pattern command.
[0405] In this way, the special symbol variation display begins when the jackpot lottery process, special symbol lottery process, and special symbol variation pattern lottery process are executed. However, while the special symbol variation display is running, the conditions for starting a new special symbol variation display are not met. Until the current special symbol variation display ends (until the variation execution time and symbol confirmation time are over), the jackpot lottery process, special symbol lottery process, and special symbol variation pattern lottery process related to a new special symbol variation display will not be executed.
[0406] In the special symbol management process (S1031), while the special symbol variation display is in progress, the variation execution time set in the special symbol special timer is monitored. When the variation execution time ends, a new symbol confirmation time is set in the special symbol special timer, and processing is performed to display the content of the determined stopped symbol. At this time, a symbol stop command is sent to the performance control unit 540 to stop the variation display of decorative symbols 100, 101, and 102 caused by the decorative symbol variation game.
[0407] Then, when the time for determining the winning combination ends, if it is determined that the jackpot judgment flag is set to the ON state (jackpot judgment), the jackpot game execution flag is set. When this jackpot game execution flag is set, the jackpot game execution process is performed in the special electric mechanism management process (S1032) described later.
[0408] Furthermore, if it is determined that the minor win judgment flag is set to the ON state (minor win judgment), the minor win game execution flag is set. When the minor win game execution flag is set, the minor win game execution process is performed in the special electric mechanism management process (S1032). With this, the series of processes related to the display of normal symbol variations is completed.
[0409] Furthermore, in this embodiment, if both Special Symbol 1 and Special Symbol 2 are present, the Special Symbol 2 reserve memory is preferentially consumed (subtracted) to start the Special Symbol 2 variation display (Special Symbol 2 priority variation). However, the system is not limited to this, and may also be configured to preferentially consume (subtract) the Special Symbol 1 reserve memory to start the Special Symbol 1 variation display (Special Symbol 1 priority variation).
[0410] Alternatively, the system may be configured to process (subtract) the reserved symbols in the order they were stored, and to sequentially display the variations of Special Symbol 1 or Special Symbol 2 (winning order variation).
[0411] Alternatively, the system may be configured to simultaneously process (subtract) the held memory and display the special symbol 1 variation and the special symbol 2 variation at the same time (simultaneous variation).
[0412] ((9) Special Electric Device Management Processing) The special electric mechanism management process (S1032) is configured to execute the necessary processes for executing a jackpot game or a minor win game if the result of the special symbol variation display is determined to be a jackpot or a minor win, and as a result the jackpot game execution flag or minor win game execution flag is set. If these execution flags are not set, the special electric mechanism management process (S1032) does not perform the necessary processes for executing a jackpot game or a minor win game.
[0413] In the Special Electric Mechanism Management Process (S1032), the following processes are executed: Special Electric Mechanism Operation Start Setting Process (Big Win or Minor Win Operation Start Setting Process), Special Electric Mechanism Operation Start Setting Process (Round Game Operation Start Setting Process), Special Electric Mechanism Operation In Progress Setting Process (Round Game Operation In Progress Setting Process), Special Electric Mechanism Operation Continuation Processing (Round Game Continuation Processing), and Special Electric Mechanism Operation End Setting Process (Big Win or Minor Win Operation End Setting Process). Incidentally, while these processes are being executed by the Special Electric Mechanism Management Process (S1032), the conditions for starting a new special symbol variation display are not met.
[0414] First, in the special electric mechanism activation setting process, the pre-jackpot interval time before executing the jackpot game is set in the special symbol special electric timer. The pre-jackpot interval time set here determines the time from when the special symbol variation display ends until the first round of gameplay begins. In addition, the jackpot type is referenced from the stopped symbol type information, and the number of rounds for this jackpot game is stored in the maximum rounds buffer, and the rounds counter, which counts the number of rounds executed, is incremented (+01H) in preparation for the execution of the first round.
[0415] Next, a jackpot start command is sent to the performance control unit 540. The jackpot start command includes information such as the type of jackpot and the game state. When the performance control unit 540 receives this command, it determines the content of the jackpot game performance to be executed during the jackpot game and starts the jackpot start interval performance.
[0416] Once the pre-jackpot interval has elapsed, the special electric mechanism activation start setting process is executed. For the first round of play (round 1), this process is executed after the pre-jackpot interval has elapsed, but for subsequent rounds of play (round 2 and beyond), this process will be executed after the round interval set by the special electric mechanism activation continuation process described later has elapsed.
[0417] In the special electric mechanism activation start setting process, the special electric mechanism payout counter, which counts the number of payouts into the large payout openings 44 and 45, is cleared (set to 0), and an opening / closing pattern is selected for opening and closing the opening / closing plates 44b and 45b of the large payout openings 44 and 45. The opening / closing pattern is determined based on the type of jackpot and the current number of rounds. Then, based on the selected opening / closing pattern, the drive control data for the large payout opening / closing solenoids 70 and 71 is set. Furthermore, the maximum continuous opening time for opening the opening / closing plates 44b and 45b of the large payout openings 44 and 45 is set in the special feature special electric timer.
[0418] Next, a command to open the big prize slot is sent to the performance control unit 540. The command to open the big prize slot includes information such as the current number of rounds played. When the performance control unit 540 receives this command, it executes a round performance corresponding to the current number of rounds played, or updates the round number display that shows the number of rounds played. With the above completed, the process moves on to setting the special electric mechanism to be activated.
[0419] During the special electric mechanism activation setting process, the value of the special electric mechanism winnings counter is monitored to see if it has reached the maximum number of winnings. If it is determined that there have been winnings in the large winning holes 44 and 45, a large winning hole winning command is sent to the performance control unit 540. The large winning hole winning command contains information about the occurrence of winnings and the number of winnings. When the performance control unit 540 receives this command, it executes the winning animation associated with the occurrence of winnings. Furthermore, if there are winnings exceeding the maximum number of winnings, an over-winning animation is executed to indicate the occurrence of over-winnings.
[0420] Then, if it is determined that the value of the separate electric prize counter has reached the maximum number of prizes, the drive control of the large prize opening solenoids 70 and 71 is terminated at that point, and the waiting time for the remaining game balls in the large prize openings 44 and 45 to pass through the large prize opening switches 44a and 45a and be ejected is set in the special feature special electric timer. In addition, even if the maximum number of prizes has not been reached, if the maximum continuous opening time set in the special feature special electric timer has elapsed, the same setting is made and the process of continuing operation of the special electric prize is initiated.
[0421] Once the waiting time for payout has elapsed, the special electric mechanism operation continuation process is executed. The value of the round count counter is compared with the value of the maximum round count buffer. If it is determined that the maximum number of rounds will not be reached (continuation determination), the round count counter is incremented (01H) in preparation for the execution of the next round of gameplay, and the interval time between incremented rounds is set in the special feature special electric timer in preparation for the execution of the first round.
[0422] Furthermore, a round interval command is sent to the performance control unit 540, which then returns to the special electric mechanism activation start setting process. The round interval command includes round end information and round number information. When the performance control unit 540 receives this command, it executes round end effects associated with the end of a round of gameplay, as well as inter-round effects performed between rounds.
[0423] On the other hand, if it is determined that the maximum number of rounds has been reached (end determination), the special feature special electric timer is set to set the jackpot end interval time for ending the jackpot game. Furthermore, a jackpot end command is sent to the performance control unit 540 to proceed to the special electric mechanism operation end setting process. The jackpot end command includes information such as the type of jackpot and the game state, and when the performance control unit 540 receives this command, it executes the ending sequence that is performed when a jackpot ends.
[0424] Once the jackpot completion interval has elapsed, the special electric mechanism operation termination setting process is executed. Based on information such as the type of jackpot, a setting process is performed to create the game state to which the game will transition after the jackpot game ends. This determines the game state after the jackpot game ends. In addition, the information on the opening and closing patterns used in the current jackpot game, the jackpot game execution flag, and various counters are cleared, and a setting process is performed to enable the start conditions for the next special symbol variation display to be met.
[0425] With the above processing, the series of processes related to the execution of a jackpot game by the special electric mechanism management process (S1032) is completed. While this document primarily describes the process for executing a jackpot game, when executing a minor win game, due to its nature, rounds of play do not occur consecutively. Therefore, the special electric mechanism operation continuation process does not determine continuation. However, otherwise, the processing for minor win games generally follows the same procedure as when executing a jackpot game. (Regarding the jackpot start command and jackpot end command, these are sent when a minor win occurs.)
[0426] ((10) Error management processing) In the error management process (S1033), the ball counting switch 23c, supply depletion detection switch 23d, frame release switches 35a and 35b, ball jam detection switch 36, magnetic sensor 73, radio wave sensor 74, vibration sensor 75, signal line disconnection, and detection of fraudulent winnings are monitored. If the monitoring determines that an abnormality has occurred, an error notification command that can specify the nature of the abnormality is sent to the performance control unit 540. If it is determined that the abnormality has been resolved, an error clearing command is sent to the performance control unit 540.
[0427] Here, for detection by the magnetic sensor 73, the radio wave sensor 74, the vibration sensor 75, and the detection of fraudulent winnings, a predetermined error judgment time is provided, and the system is configured to determine that an abnormality has occurred if an abnormality is detected within the predetermined time. Therefore, even if signals from each sensor are temporarily detected due to noise, etc., it will not be determined that an abnormality has occurred as a result.
[0428] Furthermore, the error detection time is measured by each detection timer (radio wave error detection timer, magnetic error detection timer, vibration error detection timer, and prize entry error detection timer), and these are configured to be updated within the timer management process (S1025).
[0429] Furthermore, in the event of an abnormality, an error notification command is sent to the performance control unit 540, and various notification timers (radio wave error notification timer, magnetic error notification timer, vibration error notification timer, prize slot notification timer, fraud information timer) are set to measure the error notification time (e.g., 30 seconds).
[0430] In the error management process (S1033), even if the event that was determined to be an anomaly (e.g., detection of an anomaly in the magnetic sensor 73) is resolved, an error clear command is not sent to the performance control unit 540 at that time. Instead, after the event itself has been resolved and the value of the set notification timer becomes 0, an error clear command is sent to the performance control unit 540. As a result, when the performance control unit 540 receives an error notification command and starts an error notification, it is configured to continue the error notification until a predetermined error notification time has elapsed and an error clear command is received.
[0431] Furthermore, if an event that is judged to be an abnormality continues to occur, the system is configured to set an error notification time for each notification timer. Therefore, even if the event itself has not been resolved, the value of the error notification timer will not become 0, and the predetermined error notification time will always be set while the event is occurring, and no error clearing command will be sent.
[0432] ((11) Game information notification management processing) In the game information notification management process (S1034), the current game state is determined, and if it is determined that the game state is one in which right-hand play is advantageous (low probability high base state, high probability high base state, jackpot game state, minor jackpot game state), LED data for lighting up the right-hand play indicator LED 76g of the symbol display device 76 is created.
[0433] Furthermore, if it is determined that left-handed play is advantageous (low probability, low base state, high probability, low base state), LED data is created to turn off the LED 76g for right-handed play indicator on the symbol display device 76.
[0434] ((12) External terminal management processing) The external terminal management process (S1035) creates external output information to be output to the hall computer as an external terminal signal. The external output information created here includes the following (external output information 1) to (external output information 10). (External output information 1) Information on the number of times special symbols have been confirmed (output for 100ms from the time the special symbol variation display 1 and special symbol variation display 2 stop varying) (External output information 2) Start port information (Output for 100ms from the time when the special symbol 1 start port switch 38a or the special symbol 2 start port switch 39a detects a game ball) (External output information 3) Jackpot and reel shortening information (output while reel shortening function is active and during a jackpot) (External output information 4) Jackpot information (Output during jackpot gameplay) (External output information 5) Special symbol 1 start gate information (Output for 100ms from the time the special symbol 1 start gate switch 38a detects the passage of a game ball) (External output information 6) Special symbol 2 start port information (Output for 100ms from the time the special symbol 2 start port switch 39a detects the passage of a game ball) (External output information 7) Information on the number of times special symbol 1 has been confirmed (output for 100ms from the time the special symbol 1 display stops moving) (External output information 8) General prize entry information (output for 100ms from the time the right gate switch 46a detects the passage of a game ball) (External output information 9) Main prize ball information (outputs the planned prize ball signal) (External output information 10) Security information (output when a specified error occurs) The external terminal management process (S1035) is configured to create this external output information when necessary and store it in the serial communication output buffer as an external terminal signal.
[0435] ((13) Solenoid management processing) In the solenoid management process (S1036), based on the drive control data for the special symbol 2 start gate opening / closing solenoid 72 set in the normal electric mechanism management process (S1030), and the drive control data for the big prize gate opening / closing solenoids 70 and 71 set in the special electric mechanism management process (S1032), drive signals are output to each solenoid 70, 71, and 72. This enables the opening and closing of the movable piece 39b of the special symbol 2 start gate 39 and the opening and closing plates 44b and 45b of the big prize gates 44 and 45.
[0436] ((14) LED management processing) In the LED management process (S1037), the LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that constitute the pattern display device 76, and the LEDs that constitute the performance display LED 521, are managed using a dynamic lighting method. The details are shown below.
[0437] When LED management processing (S1037) starts, the value of the port output counter is first incremented (+01H). Then, the common data corresponding to the value of the port output counter is selected by referring to the LED common output selection table and stored in the serial communication output buffer.
[0438] The LED output selection table contains common information to be output, specifically the first common information specifying the LEDs 76a (8 in total) for displaying the special symbol 1 variation of the symbol display device 76, the second common information specifying the LEDs 76b (8 in total) for displaying the special symbol 2 variation of the symbol display device 76, the third common information specifying the LEDs 76c for displaying the special symbol 1 memory, LED 76d for displaying the special symbol 2 memory, LED 76f for displaying the normal symbol memory, and LEDs 76i and 76j (8 in total) for displaying the status, and the LEDs 76e for displaying the normal symbol variation and LED 76 for displaying right-hand play. The following are set: g, the fourth common information specifying the round display LED 76h (8 LEDs in total), the fifth common information specifying the LEDs of 7-segment display 1 (8 LEDs in total) among the multiple 7-segment displays of the performance display LED 521, the sixth common information specifying the LEDs of 7-segment display 2 (8 LEDs in total) among the multiple 7-segment displays of the performance display LED 521, the seventh common information specifying the LEDs of 7-segment display 3 (8 LEDs in total) among the multiple 7-segment displays of the performance display LED 521, and the eighth common information specifying the LEDs of 7-segment display 4 (8 LEDs in total) among the multiple 7-segment displays of the performance display LED 521.
[0439] Furthermore, the LED output selection table is configured to allow selection of the first to eighth common information by dividing it into four common data sets. Specifically, one of the following can be selected: the first common data set which specifies the first and fifth common information; the second common data set which specifies the second and sixth common information; the third common data set which specifies the third and seventh common information; and the fourth common data set which specifies the fourth and eighth common information. For example, if the common data selected this time is the first common data set, the LEDs 76a (8 in total) for displaying the special pattern 1 variation of the pattern display device 76 and the LEDs of 7-segment display unit 1 (8 in total) among the multiple 7-segment displays of the performance display LED 521 will be controlled.
[0440] In this embodiment, each time the LED management process (S1037) is executed, the system is configured to cyclically select the first to fourth common data according to the updated value of the port output counter (first common data → second common data → third common data → fourth common data → first common data → second common data → ...). As a result, the output common data is switched at predetermined intervals (4ms intervals in which timer interrupt processing (S1024~S045) is executed), thereby achieving dynamic lighting at predetermined intervals (4ms intervals).
[0441] Once the common data has been stored in the serial communication output buffer, the next step is to select the lighting data and store it in the serial communication output buffer. When selecting the lighting data, the LED output selection lighting table is referred to again to select the lighting data corresponding to the common data selected earlier.
[0442] The LED output selection table contains not only common data but also lighting data to be output. Two types of lighting data are set for each type of common data. Specifically, there are 1-1 lighting data and 1-2 lighting data corresponding to the first common data, 2-1 lighting data and 2-2 lighting data corresponding to the second common data, 3-1 lighting data and 3-2 lighting data corresponding to the third common data, and 4-1 lighting data and 4-2 lighting data corresponding to the fourth common data. For example, if the common data selected this time is the first common data, one of the lighting data from 1-1 lighting data and 1-2 lighting data will be selected.
[0443] In this embodiment, each time the LED management process (S1037) is executed, the system is configured to switch at a predetermined period (128ms period) between selecting lighting data corresponding to the currently selected common data from the first lighting data table (1st-1 lighting data, 2nd-1 lighting data, 3rd-1 lighting data, 4th-1 lighting data) and selecting lighting data corresponding to the currently selected common data from the second lighting data table (1st-2 lighting data, 2nd-2 lighting data, 3rd-2 lighting data, 4th-2 lighting data), depending on the updated value of the port output counter. This makes it possible to achieve blinking display at a predetermined period (128ms), for example, by placing lighting data in the first lighting data table and off data in the second lighting data table.
[0444] Once the storage of common data and lighting data into the serial communication output buffer is complete, the LED management process (S1037) is terminated.
[0445] Incidentally, in this embodiment, all the lighting data set in the LED output selection table pertains to LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that constitute the pattern display device 76, and does not pertain to LEDs that constitute the performance indicator LED 521. Therefore, all the lighting data stored in the serial communication output buffer during the LED management process (S1037) pertains to LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that constitute the pattern display device 76, and data pertaining to LEDs that constitute the performance indicator LED 521 is not selected here. Data pertaining to LEDs that constitute the performance indicator LED 521 is selected in an out-of-bounds program after the completion of the LED management process (S1037) and stored in the serial communication output buffer. Within the LED management process (S1037), the only thing that is selected is the 7-segment display to be controlled from among the multiple 7-segment displays (7-segment display 1 to 7-segment display 4) of the performance indicator LED 521 by selecting one of the common data (one of the 1st common data to the 4th common data).
[0446] ((15) Area transition processing & Timer interrupt processing inside and outside the area) In the area transition process (S1038~S1042), first, all registers are saved to the stack area, and the table pointer register, which will serve as the reference address for specifying the RWM area to be used, is also saved to the stack area (S1038~S1039). After that, the out-of-area processing within the timer interrupt (S1040), which is located in the program outside the used area, is called and executed.
[0447] In the timer interrupt out-of-bounds processing (S1040), display processing is performed to display the base value on the performance indicator LED 521, and processing related to the creation and output of the test firing signal is performed. After the execution of the timer interrupt out-of-bounds processing (S1040), the table pointer register is restored, and all registers are restored (S1040~S1041), and the process moves on to the next step.
[0448] (Timer interrupt processing outside the bounds) Here, we will explain the timer interrupt out-of-bounds processing (S1040) with reference to Figure 2-5. Figure 2-5 shows a flowchart of the timer interrupt out-of-bounds processing (S1040). The timer interrupt out-of-bounds processing (S1040) is called and executed during the execution of the timer interrupt processing (S1024~S1045).
[0449] When the timer interrupt out-of-bounds processing (S1040) is called, the stack pointer in the used area is first saved, and then the stack pointer outside the used area is set (S1050).
[0450] Next, the performance indicator LED display content update process (S1051) is executed. This performance indicator LED display content update process (S1051) performs operations such as displaying a function confirmation display (all blinking) that repeats fully lit and fully blinking for a predetermined time (approximately 5 seconds) on the performance indicator LED 521, and cyclically switching between displaying multiple types of base values (real-time base value, first cumulative base value, second cumulative base value, third cumulative base value) in a predetermined order.
[0451] Here, when the operation confirmation display is executed, the operation confirmation display timer is referenced. The operation confirmation display timer stores the execution time of the operation confirmation display. In the performance display LED content update process (S1051), the display control is performed by switching between an all-on display pattern and an all-off display pattern at predetermined intervals until the value of the operation confirmation display timer reaches a predetermined value (0). This enables the operation confirmation display by the performance display LED 521.
[0452] Furthermore, when displaying the base value, the ratio buffer of the RWM outside the usage area is referenced. The calculated base value is stored in the ratio buffer. In the performance indicator LED display content update process (S1051), the display of the base value is controlled by selecting a lighting pattern from the lighting pattern table according to the value of the ratio buffer. This enables the display of the base value by the performance indicator LED 521.
[0453] Furthermore, if the ratio buffer value is greater than or equal to a predetermined value (100), a specific display pattern ("99.") is selected as the illumination display pattern. This is because the base value that can be displayed by the performance display LED 521 consists of two digits (two ratio segments).
[0454] In the performance indicator LED display content update process (S1051), lighting patterns corresponding to the operation confirmation display, lighting patterns corresponding to the value of the identification ratio buffer (base value), and lighting patterns corresponding to the display content of the identification segment indicating the type of base value ("bL.", "b1.", "b2.", "b3.") are selected and stored in the performance indicator output buffer. The lighting patterns stored in the performance indicator output buffer are stored in the out-of-use area LED update process (S1052) and output in the timer interrupt processing, so that the selected lighting patterns are displayed on the performance indicator LED 521.
[0455] Next, the out-of-use LED update process (S1052) is executed. In the out-of-use LED update process (S1052), the lighting pattern stored in the performance display output buffer is stored in the serial communication output buffer. There are as many performance display output buffers as there are 7-segment displays that make up the performance display LED 521 (4 buffers), and the LED management process (S1037) within the timer interrupt processing (S1024~S1045) is configured to select the performance display output buffer to be output this time according to the value of the port output counter that is updated. The lighting pattern of the performance display output buffer selected here is configured to be output to the 7-segment display (one of 7-segment display 1 to 7-segment display 4) of the performance display LED 521 that is targeted by the common data (one of the 1st common data to the 4th common data) selected in the LED management process (S1037).
[0456] Next, the normal state determination process (S1053) is executed. In the normal state determination process (S1053), it is determined whether the current game state is a low probability low base state or not. Here, only if it is determined that it is a low probability low base state, the number of prize balls and the number of outs (number detected by out switch 47a) associated with winning into each of the winning slots 38, 39, 40, 41, 42, 43, 44, and 45 are counted, making it possible to display the base value in the low probability low base state ((number of payouts in the low probability low base state ÷ number of outs in the low probability low base state) × 100).
[0457] Next, the test firing signal update process (S1054) is executed. In the test firing signal update process (S1054), processing is performed to output the necessary information used in the type approval test of the gaming machine.
[0458] Finally, the stack pointer that was out of use is restored (S1055), and the out-of-bounds processing within the timer interrupt (S1040) is terminated.
[0459] ((16) Out command transmission process) In the out command transmission process (S1043), when the out switch 47a detects a game ball, it sends an out command (CD71H) indicating the detection information of the out switch 47a to the performance control unit 540. When the performance control unit 540 receives the out command (CD71H), it increments the counting counter for counting the number of outs. This measures the total number of outs. However, the system may also be configured to execute performances related to the number of outs or the detection of the out switch 47a.
[0460] ((17) SPI communication start) After the processes (1) to (16) within the timer interrupt handling are completed, SPI (Serial Peripheral Interface) communication is started (S1044). Here, the data stored in the serial communication output buffer, which stores data for serial communication, is output to the output port. The serial communication output buffer stores external output information from the external terminal management process (S1035), common data for the pattern display device 76 and performance indicator LED 521, and lighting data for LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that make up the pattern display device 76 from the LED management process (S1037), and lighting data for LEDs that make up the performance indicator LED 521 from the out-of-use LED update process (S1052). In this way, this process is configured to output different types of serial data at the same time.
[0461] In this way, by unifying the output timing of serial data for different output targets, such as the pattern display device 76 and the performance indicator LED 521, the display timing of the pattern display device 76 and the performance indicator LED 521 (the timing of when each LED lights up) can be synchronized, making it possible to perform display control without any sense of incongruity.
[0462] Furthermore, by standardizing the output timing of serial data not only for the pattern display device 76 and the performance indicator LED 521, but also for external output information, it is possible to reduce the program size compared to defining separate programs for output processing.
[0463] ((18) WDT clear treatment) At the end of the timer interrupt processing, the WDT is cleared (S1045). This completes the timer interrupt processing (S1024~S1045), and the main loop processing (S1017~S1023) is executed until the next timer interrupt processing (S1024~S1045) begins.
[0464] Figure 3-1 shows a flowchart of the system setup process executed by the performance control unit 540 when the power is turned on.
[0465] (Performance control system settings) When the system setup process begins, the bus state controller is configured first (S2000). The bus state controller functions based on the settings of the control registers and optimizes communication between the performance control CPU 540 and various functional units (VDP circuit 541, motor circuit, RTC circuit), various ICs (movable IC 530, sound IC 531), and various memory devices (control ROM 542, performance ROM 560, DRAM). Initializing the bus state controller enables access from the performance control CPU 540.
[0466] Next, the VDP circuit 541 startup waiting process (S2001) is performed. The performance control CPU 540 obtains the value of a specific VDP register where the device code of the VDP circuit 541 is stored, and determines whether that value is a normal value (device code). If it is a normal value, it determines that the VDP circuit 541 is ready to accept instructions from the performance control CPU 540. If it is not a normal value (the device code cannot be obtained correctly), it determines that the VDP circuit 541 itself has not yet finished the hardware reset operation, and this process is repeated until a normal value can be obtained.
[0467] If it is determined that the VDP circuit 541 has finished starting up, various bus settings (S2002) are performed. Specifically, the data bus width for accessing the VDP circuit 541 from the performance control CPU 540 is set (set to 32 bits), and bus addresses are set to control various functional units (VDP circuit 541, motor circuit, RTC circuit), various ICs (movable IC 530, sound IC 531), and various memory devices (control ROM 542, performance ROM 560, DRAM).
[0468] Next, the memory section is initialized (S2003). Programs and data previously stored in the control ROM 542, such as interrupt handling programs (S2029-S2033), main processing programs (S2004), variables with initial values, and constant data, are transferred to the external DRAM or the RWM built into the performance control unit 540. This avoids accessing the ROM (control ROM 542), which has a slower access speed, and makes it possible to speed up the processing of the performance control CPU.
[0469] Furthermore, during the initialization of this memory section (S2003), a DMAC circuit (Direct Memory Access Controller) is used, which enables data transfer without going through the performance control CPU. This reduces the load on the performance control CPU and shortens the data transfer time. In addition, this DMAC circuit is configured to be used not only for the initialization of the memory section (S2003), but also for the transfer of lamp data, sound data, motor data, and display lists. In this embodiment, the DMAC circuit is used when transferring the display list from the performance control CPU to the preloader circuit (ultimately the VDP circuit), but it is not limited to this, and may also be configured to be used when transferring lamp data, sound data, and motor data.
[0470] The processing up to this point is achieved by executing the initial setup program (S2000~S2003) stored in the control ROM 542, and the main process (S2004) is called at the end of this initial setup program. This main process (S2004) is the main processing program (S2004) that has been transferred to the RWM built into the performance control unit 540, and subsequent processing is achieved by reading and executing the main processing program (S2004) from the RWM built into the performance control unit 540.
[0471] Figure 3-2 shows a flowchart of the main performance control process executed by the performance control unit 540.
[0472] (Main processing for controlling the visual effects) When the main processing for performance control (S2004) begins, hardware setup is performed first (S2005). This initializes the built-in circuits of the performance control unit 540 by software processing, including various ICs (IC 530 for movable parts, IC 531 for sound), VDP circuit 541, WDT circuit, and interrupt controller that generates performance control timer interrupt processing (S2029~S2033). In addition, various schedulers (image scheduler, performance scenario scheduler, sound scheduler, lamp scheduler, device scheduler) are initialized, and the movable parts (middle button movable part, side unit movable part, panel-side movable part (lower movable part 30a, upper movable part 30b)) are returned to their initial positions (origin positions).
[0473] Next, in order to allow the performance control timer interrupt processing (S2029~S2033) to occur, the enable setting value is written to the interrupt enable register and the interrupt enable state is set (S2006).
[0474] Once the processing up to this point is complete, the performance control loop processing (S2007~S2028) will be executed repeatedly, and during this time, the performance control timer interrupt processing (S2029~S2033) will occur at predetermined intervals (1ms cycles).
[0475] In this embodiment, the performance control loop processing (S2007~S2028) is configured to complete one cycle in a 33.3ms period. The performance control loop processing (S2007~S2028) monitors the V-blank signal of the image display means 31 that occurs every 16.6ms, and in response to the occurrence of two V-blank signals, the image data displayed on the image display means 31 is updated, so that the update period for one frame is 33.3ms. In addition, during this one-frame update period (33.3ms) in the performance control loop processing (S2007~S2028), updates of various schedulers (image scheduler, performance scenario scheduler, sound scheduler, lamp scheduler, device scheduler) are executed, making it possible to update the various schedulers in sync with the image data frame update period.
[0476] The contents of this performance control loop processing (S2007~S2028) will be described in detail below.
[0477] In the performance control loop processing (S2007~S2028), the frame update flag is first checked (S2007). The frame update flag is used to determine whether the process necessary for updating the frame of the image data of the image display means 31 has been executed. If it has been executed, it is checked as ON and the process proceeds to S2016. However, at the start of the performance control loop processing (S2007~S2028), it has not been executed, so in that case it is checked as OFF and the process proceeds to S2008.
[0478] If the frame update flag determination process (S2007) results in an OFF determination, the display list buffer initialization process (S2008) is performed. The display list buffer is a memory area provided in the RWM for storing the created display lists. Here, the display list buffer is initialized in advance in preparation for storing the newly created display list. This is because information from the previously stored display list may remain.
[0479] Once the initialization of the display list buffer is complete, the frame buffer is configured (S2009). The frame buffer is an area in the built-in VRAM that temporarily stores image data for display on the image display means 31. Based on the contents of the display list, the VDP circuit 541 draws image data for one frame here. In this embodiment, a double buffer structure divided into a drawing area and a reading area is adopted, and a pair of frame buffers are used alternately, switching between their purposes.
[0480] The settings performed here involve using environment setting commands such as the SETDAVR command and the SETDAVF command to identify the drawing area for drawing the image data to be displayed on the image display means 31. Specifically, by setting the base address to a predetermined coordinate (0,0), the starting position of the frame buffer is used as drawing-enabled data. This links the drawing area of the frame buffer with the effective display area of the display circuit.
[0481] Once the frame buffer configuration is complete, the next step is to execute the image scheduler (S2010).
[0482] The image scheduler execution process (S2010) updates the scenario timer of the image scheduler (not shown). The image scheduler manages the execution of video playback scenarios for multiple video data for each playback channel, and the scenario timer is a timer for managing the progress of each video playback scenario.
[0483] Here, after the completion of this process, the frame update flag is set to ON in S2015, which results in an ON check in S2007 and a transition to the S2016 process. Therefore, the subsequent performance control loop processes (S2007~S2028) are configured to avoid the processes in S2008~S2015, which include this process (S2010). The processes in S2008~S2015 are executed again in S2028 if the frame update flag is set to OFF. In other words, in the performance control loop processes (S2007~S2028), which are configured to complete one cycle in 33.3ms, the processes in S2008~S2015, which include this process (S2010), are each executed only once.
[0484] The scenario timer is updated once each time this process (S2010) is executed (once every 33.3ms), so each video playback scenario is configured to progress in a 33.3ms cycle. In this way, the scenario timer is configured to update according to the update cycle of one frame (33.3ms).
[0485] The video playback scenarios registered in the image scheduler contain information about video data on a frame-by-frame basis. In response to the scenario timer update, information about the video data for one frame to be rendered is obtained from the video playback scenario. In this way, as the scenario timer updates, information about the video data based on the video playback scenario is sequentially obtained frame by frame, so that a series of videos based on the video playback scenario are ultimately displayed on the image display means 31.
[0486] Then, based on the information of the one frame of video data acquired here, the process of creating a display list is performed (S2011).
[0487] The display list identifies the image data that the display circuit should output to the image display means 31, and more specifically, it consists of a series of instruction commands for identifying the image data for one frame of the image display means 31. The series of instruction commands includes commands for reading and decoding the image data from the performance ROM 560 (CGROM), commands for identifying the VRAM area to which the data will be decoded, and commands for placing the decoded image data in the frame buffer, among other commands for instructing the VDP circuit 541 to perform drawing operations.
[0488] When creating the display list in S2011, the aforementioned instruction commands are listed in an appropriate order, and in order to identify the image data to be read from the performance ROM 560 (CGROM), information on the video data for one frame of each video playback scenario obtained in the image scheduler execution process (S2010) is referenced. Then, the display list is completed by listing the series of instruction commands in the display list buffer.
[0489] Furthermore, the display list is created with adjustments to ensure that its data size is always 256 bytes. This is to match the data transfer size when transferring the display list to the VDP circuit 541, thereby improving transfer efficiency. NOP (No Operation) commands are used to adjust the data size; by filling any insufficient (unused) area of the display list buffer with NOP commands, the data size of the display list is adjusted to a constant size (256 bytes) each time.
[0490] Once the display list is complete, the lamp data creation process (S2012) is performed. The lamp data created here is the lighting data to be sent to the LED drivers that actually drive each LED 63a and 64a, based on the lamp scenario information registered in the lamp scheduler described later. Incidentally, the lamp data created here includes lighting information (including lighting color and brightness information) and off-lighting information, and lighting information is created not only for the LEDs that will be lit, but also for the LEDs that will be turned off. In other words, lamp data for all LEDs is created here and stored in the lamp data buffer. The lamp data stored in the lamp data buffer is output to each LED driver in the lamp data transmission process (S2027) described later.
[0491] Once the lamp data creation process (S2012) is complete, the display list preloading begins (S2013). At this point, the completed display list in the display list buffer is transferred to the preloader circuit, which then performs a preload operation. When the preload operation is performed, the image data listed in the display list is read from the effect control ROM 560 (CGROM) to the DRAM prior to the actual drawing operation (drawing to the frame buffer by the VDP circuit 541). As a result, the image data necessary for drawing (compressed CG data) is read in advance into the DRAM, which has a faster access speed than the effect control ROM 560 (CGROM), which is a NAND flash memory, improving the processing speed when the VDP circuit 541 draws the image data to the frame buffer. Therefore, the drawing speed is improved compared to when the VDP circuit 541 directly acquires image data from the effect control ROM 560 (CGROM) without performing a preload operation.
[0492] Furthermore, when the preloader circuit reads image data from the ROM 560 (CGROM) for performance control into DRAM, it issues a rewritten display list to the VDP circuit 560, in which the reference destination of the image data has been rewritten to the address on the DRAM that is the transfer destination. As a result, when the VDP circuit 560 performs drawing to the frame buffer, the contents of the rewritten display list are referenced, and the image data necessary for drawing is obtained from DRAM.
[0493] After starting the display list preloading process, the scheduler update flag is set to OFF (S2014). The scheduler update flag is used to determine whether the following processes have been executed: the performance scenario scheduler execution process (S2021), the sound scheduler execution process (S2022), and the lamp scheduler execution process (S2023), which will be described later. At this point, since these processes have not yet been executed, the flag is set to OFF.
[0494] Incidentally, in S2020, if the scheduler update flag is set to ON, the subsequent performance control loop processing (S2007-S2028) is configured to avoid processing S2020-S2023. In this way, by switching the scheduler update flag, the processing of S2020-S2023 is executed only once in each performance control loop processing (S2007-S2028). As a result, each scenario of each scheduler updated in S2021-S2023 is configured to proceed in sync with the update cycle of 1 frame (33.3 ms).
[0495] Next, the frame update flag is set to the ON state (S2015), and the process returns to the frame update flag determination process (S2007). In S2015, the frame update flag is set to the ON state, so in the next frame update flag determination process (S2007), it is determined to be ON, and the process moves to S2016. Therefore, in the subsequent performance control loop process (S2007~S2028), the processes from S2008~S2015 are avoided until the frame update flag is set to the OFF state in S2028.
[0496] In S2016, a determination is made as to whether or not the frame processing time has exceeded 26ms. The frame processing time is the time elapsed since the image of the current frame (the first frame) was displayed on the image display means 31. When the frame processing time reaches 33.3ms, the second V-blank signal is generated, and the image is updated to the next frame (the second frame).
[0497] Here, if the frame processing time is less than 26ms, S2017 determines whether or not a command has been received from the main control unit 520. If a received command exists, command analysis processing (S2018) is performed. In this embodiment, if it is determined in S2024 that the second V-blank signal has not occurred, the system is configured to return to S2016. Therefore, the system is configured to allow repeated execution of command analysis processing (S2018) until the frame processing time exceeds 26ms. This is because, when the frame processing time is less than 26ms, there is still a grace period until the second V-blank signal occurs (until 33.3ms have elapsed), and sufficient processing time remains to perform command analysis processing (S2018).
[0498] On the other hand, if the frame processing time has exceeded 26ms, the process proceeds to S2024, where it is determined whether or not a second V-blank signal has been generated. In this case, regardless of whether or not a command has been received, the command analysis process (S2018) is not performed. This is because, considering the processing time required for the command analysis process (S2018), performing the command analysis process (S2018) when the frame processing time has already exceeded 26ms would cause the frame processing time to exceed 33.3ms, potentially causing frame delay. Therefore, in this embodiment, to prevent such frame delay, a certain time limit is set, and if the frame processing time has exceeded 26ms, only monitoring for the generation of a second V-blank signal (S2024) is performed.
[0499] Next, the contents of S2017 and S2018 will be explained. In S2017, it is determined whether or not there are any unread performance control commands stored in the command reception buffer, which is used to store performance control commands sent from the main control unit 520. If there are any unread performance control commands, the process proceeds to command analysis (S2018).
[0500] In the command analysis process (S2018), the performance control commands transmitted from the main control unit 520 are analyzed, and processing is executed according to the type of command. Performance control commands include power-on command 1, power-on command 2, chip code, setting change start command, RWM error command, initialize command, RWM clear command, setting confirmation start command, backup restore command, power-off command 1, power-off command 2, main board error command switch pass command, over-winning command, special symbol hold addition command, special symbol hold subtraction command, special symbol variation pattern command, symbol specification command, symbol stop command, jackpot start command, jackpot opening command, jackpot entry command, round interval command, jackpot end command, minor win start command, minor win end command, error notification command, error clear command, out command, etc., and processing is executed according to the received command.
[0501] For example, when a special symbol variation pattern command or a symbol specification command is received, processing is performed to execute a decorative symbol variation game that performs variation displays using multiple decorative symbols 100, 101, and 102. Specifically, a notification lottery process is performed to determine the notification effects (pseudo-consecutive notification, step-up notification, background change notification, etc.) to be executed in the decorative symbol variation game, and an effect scenario is set in the effect scenario scheduler according to the result of the notification lottery process. Once the effect scenario is registered in the effect scenario scheduler, the effect scenario proceeds in the effect scenario scheduler execution process (S2021) described later, and as a result, various effects (images, sounds, lights, motors) according to the content described in the effect scenario are executed.
[0502] After the command analysis process (S2018) is completed, the scheduler update flag is determined (S2019). As mentioned above, the scheduler update flag is used to determine whether or not the performance scenario scheduler execution process (S2021), sound scheduler execution process (S2022), and lamp scheduler execution process (S2023) have been executed. At this point, since they have not yet been executed, it is determined to be in the OFF state, and the process proceeds to S2020.
[0503] In S2020, the execution of the production scenario scheduler (S2021), sound scheduler (S2022), and lamp scheduler (S2023) will be performed in subsequent processing, so the scheduler update flag is set to the ON state in advance. Here, by setting the scheduler update flag to the ON state, when the scheduler update flag determination process (S2019) is performed next, it will be determined that the production scenario scheduler execution process (S2021), sound scheduler execution process (S2022), and lamp scheduler execution process (S2023) have already been performed, and the execution of these processes will be avoided. The scheduler update flag remains ON until the frame processing time (33.3ms) has elapsed and it is set to OFF in S2014 of the next performance control loop processing. Therefore, the performance scenario scheduler execution process (S2021), sound scheduler execution process (S2022), and lamp scheduler execution process (S2023) are configured to be executed only once per performance control loop processing (S2007~S2028), or in other words, only once per frame (33.3ms). This allows for the progression of various scenarios in accordance with frame updates.
[0504] In the execution process of the production scenario scheduler (S2021), the scenario timer of the production scenario scheduler (not shown) is updated. The production scenario scheduler manages the execution of multiple production scenarios on a channel-by-channel basis, and the scenario timer is a timer for managing the progress of each production scenario.
[0505] The scenario timer is updated once each time this process is executed (once every 33.3ms), so each performance scenario is configured to progress in a 33.3ms cycle. In this way, the scenario timer is configured to update according to the update cycle of one frame (33.3ms).
[0506] The production scenario has multiple or one scenario functions defined in chronological order. The production scenario scheduler execution process (S2021) advances the production scenario in response to the update of the scenario timer, executing the processing according to the contents of the scenario functions defined in chronological order.
[0507] Scenario functions include video functions related to video playback, sound functions related to audio playback, lamp functions related to lamp driving, and device functions related to motor driving. Video functions contain scenario information for video data to be played back, sound functions contain scenario information for sound data to be played back, lamp functions contain scenario information for lamp patterns to be executed, and device functions contain scenario information for drive patterns to be executed. 【050...
Claims
1. An operating means that allows the player to perform predetermined operations, A performance control means capable of controlling the execution of performance means, As one of the aforementioned display means, a display means capable of various display effects, One of the aforementioned performance means is a lighting performance means capable of various lighting effects, As one of the aforementioned performance means, a sound performance means capable of producing various sound effects, The system includes a game state control means capable of controlling the game state to any of a plurality of game states, including a special game state, In a gaming machine that can grant a player a benefit that is advantageous to the player when a specific result display is shown on the aforementioned display means, The aforementioned display presentation includes at least a first display presentation that includes the aforementioned specific result presentation, and a second display presentation that does not include the aforementioned specific result presentation. The system is configured to display the first display when the operating means is operated while the second display is being displayed. The aforementioned performance control means is During the display of the second display effect, the first display effect will not be started until the operating means is operated, and the first display effect can be started when at least the start conditions, including the operation of the operating means, are met. During the display of the second display effect, a predetermined target effect and a predetermined pre-effect that can be executed before the target effect are made controllable. A gaming machine characterized by the following features.
2. The target effect is executed within a predetermined period after the start of the second display effect, and once executed, it will not be executed again until the operating means is operated. The gaming machine described in feature 1.
3. The second display effect is configured to be executable in the special game state and in a normal game state different from the special game state. The aforementioned target presentation and / or the aforementioned pre-presentation presentation are not performed during the second display presentation in the normal game state, but are made executable during the second display presentation in the special game state. The gaming machine according to feature 2.
4. The second display effect includes at least an operation-related image relating to the operation of the operation means. A gaming machine according to any one of features 1 to 3.
Citation Information
Patent Citations
Game machine
JP2020168104A