Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SAMMY CORPORATION
- Filing Date
- 2026-02-06
- Publication Date
- 2026-06-23
AI Technical Summary
The integration of effect control means and image control means onto a single processor board requires changes in processing configurations, necessitating a solution that maintains equivalent or improved functionality compared to multiple processor configurations.
A gaming machine design featuring a sub-control board with multiple processor cores, a shared storage area, and data exchange capabilities to facilitate communication between processes, enabling a single processor to handle both effect and image control functions effectively.
The solution allows a single processor to perform as effectively as multiple processors, maintaining functionality and enhancing operational efficiency.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as pinball gaming machines (also referred to as "pachinko gaming machines" or "pachinko machines"), or rotary gaming machines (also referred to as "pachislo machines" or "slot machines").
Background Art
[0002] Conventionally, a general gaming machine includes a main control board for realizing main control means for controlling the progress of a game, and an effect control board for realizing effect control means for controlling the execution of effects based on the control by the main control means, and an image control board for realizing image control means for executing effects (generating and outputting images, sounds, etc.) according to the control by the effect control means (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] By the way, in recent years, there has been a proposed configuration in which effect control means and image control means, which were conventionally realized by a plurality of processors (CPUs) on a plurality of boards, are integrated and realized by one processor (CPU) on one board (sub-control board). However, when realizing the effect control means and the image control means on one sub-control board, since the configuration on the board changes, it is necessary to change the processing.
[0005] Therefore, in view of the above problems, an object of the present invention is to provide a gaming machine that can realize effect control means and image control means with one processor and provide functions equivalent to or better than those in a configuration with a plurality of processors.
Means for Solving the Problems
[0006] To solve the above problems, the present invention provides a gaming machine comprising a main control board for controlling the progress of the game, and a sub-control board for controlling the effects based on information from the main control board, wherein the sub-control board comprises at least one processor having a plurality of processor cores capable of independently executing processes, a first storage device on which data is pre-written, and a second storage device on which data can be read and written, wherein the second storage device is provided with a shared area accessible from both a first process assigned to and operating on the first processor core among the plurality of processor cores, and a second process assigned to and operating on a second processor core different from the first processor core among the plurality of processor cores, and the first process and the second process communicate with each other through data exchange using the shared area. [Effects of the Invention]
[0007] According to the present invention, a single processor can implement both the performance control means and the image control means, providing functionality equivalent to or better than that of a configuration with multiple processors. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of a pachinko machine according to the first embodiment of the present invention. [Figure 2] This is a right-side view of a pachinko machine. [Figure 3] This is a front view of a pachinko machine. [Figure 4] This is a perspective view of a pachinko machine from the rear. [Figure 5] This is a front-view perspective of a pachinko machine with the glass frame open from the front frame and the front frame open from the outer frame. [Figure 6] This is a disassembled perspective view of a pachinko machine, consisting of the glass frame, game board, front frame, and outer frame, seen from the front. [Figure 7]Exploded perspective view of a pachinko machine disassembled into a glass frame, a game board, a front frame, and an outer frame, seen from the rear. [Figure 8] Front view of the game board. [Figure 9] Perspective view of the game board seen from the front right. [Figure 10] Rear view of the game board. [Figure 11] Perspective view of the rear of the game board seen from the left rear. [Figure 12] Perspective view of the rear of the game board seen from the right rear. [Figure 13] Exploded perspective view of the game board disassembled by main components and seen from the front. [Figure 14] Exploded perspective view of the game board disassembled by main components and seen from the rear. [Figure 15] Rear view of the pachinko machine (Part 1). [Figure 16] Rear view of the pachinko machine (Part 2). [Figure 17] Rear view of the pachinko machine (Part 3). [Figure 18] Perspective view of the pachinko machine in the state of Fig. 17. [Figure 19] Control block diagram showing an example of the electrical configuration of the gaming machine. [Figure 20] Block diagram showing an example of the function of the main control board shown in Fig. 19. [Figure 21] Block diagram showing an example of the function of the effect control board shown in Fig. 19. [Figure 22] Figure showing an example of a special symbol winning / losing lottery table. [Figure 23] Figure showing an example of a special symbol winning symbol table. [Figure 24] Figure showing an example of a special symbol variation pattern table for winning. [Figure 25] Figure showing an example of a special symbol variation pattern table for losing. [Figure 26] Figure showing an example of a variation pattern pre-reading determination table. [Figure 27]It is a flowchart showing an example of the main control side main process. [Figure 28] It is a flowchart showing an example of the main control side main process following FIG. 27. [Figure 29] It is a flowchart showing an example of the main control side main process following FIG. 28. [Figure 30] It is a flowchart showing an example of the setting change process. [Figure 31] It is a flowchart showing an example of the setting confirmation process. [Figure 32] It is a flowchart showing an example of the main control side timer interrupt process. [Figure 33] It is a flowchart showing an example of the main control side timer interrupt process consecutive to FIG. 32. [Figure 34] It is a flowchart showing an example of the start port monitoring control process. [Figure 35] It is a flowchart showing an example of the start port monitoring control process following FIG. 34. [Figure 36] It is a flowchart showing an example of the special symbol variation start monitoring control process. [Figure 37] It is a flowchart showing an example of the special symbol variation start monitoring process shown in FIG. 36. [Figure 38] It is a flowchart showing an example of the special symbol variation start monitoring process following FIG. 37. [Figure 39] It is a flowchart showing an example of the special symbol control process. [Figure 40] It is a flowchart showing an example of the special symbol control general process shown in FIG. 39. [Figure 41] It is a flowchart showing an example of the special symbol variation start process shown in FIG. 40. [Figure 42] It is a flowchart showing an example of the special symbol variation in - process shown in FIG. 40. [Figure 43] It is a flowchart showing an example of the special symbol stop symbol display in - process shown in FIG. 40. [Figure 44] It is a flowchart showing an example of the special symbol stop symbol display in - process following FIG. 43. [Figure 45] Figure 44 is a flowchart showing an example of the processing while special symbols are displayed after stopping. [Figure 46] This is a flowchart showing an example of special electric mechanism control processing. [Figure 47] Figure 46 shows a flowchart illustrating an example of special electric mechanism control processing. [Figure 48] Figure 47 shows a flowchart illustrating an example of the special electric mechanism control process. [Figure 49] This flowchart shows an example of the reset start process. [Figure 50] This is a flowchart showing an example of the main processing on the production control side. [Figure 51] Figure 50 is a flowchart illustrating an example of the command parsing process. [Figure 52] Figure 51 is a flowchart showing an example of the transition process between performance states. [Figure 53] Figure 51 is a flowchart showing an example of the process for determining the content of the variable performance. [Figure 54] Figure 51 is a flowchart illustrating an example of the process for determining the content of a jackpot animation. [Figure 55] This flowchart shows an example of the process for determining the content of the jackpot animation, following Figure 54. [Figure 56] This flowchart shows an example of timer interrupt processing on the performance control side. [Figure 57] This flowchart shows an example of interrupt processing for sending image control commands. [Figure 58] This is a diagram illustrating the display of decorative patterns and other elements in a visual display device. [Figure 59] This diagram shows an example of screen transitions before the start of the demo sequence while waiting for the game to begin. [Figure 60] This is a diagram to explain how the MY counter counts. [Figure 61] This figure shows an example of a pre-notification display (part 1). [Figure 62] This figure shows an example of a pre-notification display (part 2). [Figure 63] This figure shows an example of a display for a suppression notification effect. [Figure 64] This figure shows an example of the electrical configuration in a pachinko machine according to a second embodiment of the present invention. [Figure 65] This block diagram shows an example of the functions of the sub-control board shown in Figure 64. [Figure 66] This flowchart shows an example of the processing steps for drawing. [Figure 67] This flowchart shows an example of the procedure for clearing the watchdog timer. [Figure 68] This flowchart shows an example of the command analysis processing procedure. [Figure 69] This is a perspective view of the 2000 gaming machine. [Figure 70] This is a front view of the 2000 gaming machine. [Figure 71] This is a top view of a portion of the Gaming Machine 2000. [Figure 72] This is a block diagram showing an overview of the control system in the Gaming Machine 2000. [Figure 73] This is a perspective view of the pattern display device 2038. [Figure 74] This is a perspective view showing an example of a backup lamp 2310. [Figure 75] This is a perspective view of the left reel 2039a. [Figure 76] This is an exploded perspective view of the left reel 2039a. [Figure 77] This is a diagram to explain the arrangement of symbols on each reel. [Figure 78] This is a diagram to explain the display of symbols when the reels stop. [Figure 79] This is a diagram illustrating the end portion of the 2320 reel tape. [Figure 80] This is a diagram illustrating an example of a specific reel symbol design. [Modes for carrying out the invention]
[0009] Below, a gaming machine according to an embodiment of the present invention will be described with reference to the drawings.
[0010] <1. First Embodiment><Structure of Pachinko Machine> Figure 1 is a front view of a pachinko machine according to the first embodiment of the present invention. Figures 2 and onward show the pachinko machine 1 shown in Figure 1 from other directions and in a disassembled state. Figure 2 is a right side view of the pachinko machine, Figure 3 is a perspective view of the pachinko machine from the front, and Figure 4 is a perspective view of the pachinko machine from the rear. Figure 5 is a perspective view of the pachinko machine from the front with the glass frame open from the front frame and the front frame open from the outer frame, Figure 6 is an exploded perspective view of the pachinko machine from the front with the glass frame, game board, front frame, and outer frame disassembled, and Figure 7 is an exploded perspective view of the pachinko machine from the rear with the glass frame, game board, front frame, and outer frame disassembled.
[0011] The pachinko machine 1 shown in Figure 1, etc., comprises a frame-shaped outer frame 2 installed in the island equipment of a gaming hall, a glass frame (door frame) 3 that can be opened and closed to close the front of the outer frame 2, a front frame 4 that can be opened and closed to support the glass frame 3 and is attached to the outer frame 2 in an open and closed manner, and a game board 5 that can be attached to the front frame 4 from the front, is visible through the glass frame 3, and has a game area 5a into which game balls are played.
[0012] Outer frame 2 is vertical and horizontal. It consists of a rectangular shape formed by combining frames 2a and 2b that extend horizontally and frames 2c and 2d that extend vertically on the left and right sides. It is equipped with hinge members 2e and 2f on the upper and lower left edges from the front, and the front frame 4 and glass frame 3 are supported by the hinge members so that they can be opened and closed horizontally and attached and detached.
[0013] On the front side of the front frame 4, a glass frame 3 is attached so as to be able to open and close horizontally and to be detached by hinge mechanisms 3a and 3b on the left edge when facing the front. The glass frame 3 is held in a closed state by a glass plate covering its front using a locking device 3c. The game board 5 is attached to the upper half of the front frame 4, which is located behind the glass frame 3, so as described above, the game area 5a in front of the game board 5 is visible through the double-glazed glass of the glass frame 3 which is held closed.
[0014] The glass frame 3 comprises a base unit 3e having a rectangular through-hole 3d extending from front to back, a tray unit 3f for storing game balls located at the lower front of the base unit, and a region 3g for housing a handle 4a that can be operated by the player to launch the game balls stored in the tray unit 3f into the game area of the game board 5. On the front side of the glass frame 3 are a frame lamp (LED lamp) 3h that illuminates according to the progress of the game, and a speaker 3i that outputs sound according to the progress of the game. In the center of the front of the tray unit 3f is an effect button 3j that is pressed by the player. The base of the effect button 3j has a lever structure that can be tilted to a predetermined angle towards the front (towards the player), and functions as a second effect button 3k that is pulled towards by the player. While the second effect button 3k could be designed to always allow for pull-in operation, considering the operability of the effect button 3j, it is preferable that it is normally fixed to the OFF position by a locking mechanism, and that the lock is released to allow pull-in operation (ON operation) when a specific effect is executed.
[0015] The front frame 4 is insertable into the frame of the outer frame 2 and includes a frame body 4b that supports the outer circumference of the game board 5, hinges 4c and 4d that are rotatably attached to the upper and lower left sides of the frame body 4b in a front view to the hinges of the outer frame 2 and the hinges of the door frame 3, a launching device 4e attached to the lower front of the frame body 4b for launching game balls into the game area 5a of the game board 5, a locking unit 4f attached to the right side of the frame body 4b in a front view to lock the space between the outer frame 2, the front frame 4, and the glass frame 3, a circuit board unit 4g attached to the lower rear of the frame body 4b, and a back cover 4h that covers the rear of the game board 5 attached to the frame body 4b. The circuit board unit 4g houses a speaker unit, a power supply board, an interface control board, and a payout control board that controls the payout of game balls.
[0016] In this embodiment of the pachinko machine 1, when a player rotates the ball launching device 4e, the balls are launched into the game area 5a of the game board 5 with a force corresponding to the angle of rotation. When the balls launched into the game area 5a are received into a prize entry point (ball entry point), a predetermined number of balls are dispensed according to the prize entry point into which they were received. This dispensing of balls can enhance the player's enjoyment.
[0017] <Game Board> Next, game board 5 will be explained with reference to Figures 8 to 14. Figure 8 is a front view of the game board, Figure 9 is a perspective view of the game board from the front right, Figure 10 is a rear view of the game board, Figure 11 is a perspective view of the rear of the game board from the rear left, Figure 12 is a perspective view of the rear of the game board from the rear right, Figure 13 is an exploded perspective view of the game board from the front, disassembled into its main components, and Figure 14 is an exploded perspective view of the game board from the rear, disassembled into its main components.
[0018] The game board 5 has a game area 5a into which game balls are played. The game board 5 is composed of a front unit 100m, a back unit 200m, a liquid crystal base 300m, and a liquid crystal display device (performance display device) 70. The front unit 100m comprises a front member 100a that demarcates the outer periphery of the game area 5a and has an outer shape that is roughly rectangular when viewed from the front, and a plate-shaped game panel 100b that is attached to the rear side of the front member 100a and demarcates the rear end of the game area 5a. Multiple obstacle pins are planted in a predetermined arrangement on the front surface of the game panel 100b in the area that is within the game area 5a.
[0019] The front member 100a is equipped with a function display unit 100c in the lower right corner that makes the game status visible to the player based on a control signal from the main control unit 5b (main control board 100 which controls the entire game). The performance display device 70 is positioned in the center of the game area 5a and displays a predetermined performance image. A peripheral control unit 5c (performance control board 200 which controls the entire performance) is attached to the back of the performance display device 70. The LCD base 300m is open on the side of the back unit 200m and houses the back unit 200m, and the performance display device 70 is attached to the back of the LCD base 300m.
[0020] The game panel 100b has an outer perimeter shape that is almost the same as the front member 100a, and is made of a transparent, flat panel plate. It is attached to the rear side of the front member 100a and further includes a holder on its rear surface to which the back unit 200m is attached. The front member 100a includes a plurality of general prize slots 66 that are always open to receive game balls that have been driven into the game area 5a, a first start slot 61 that is always open to receive game balls at a different location within the game area 5a from the general prize slots, a gate 63 (integrated with the attacker unit 500 described later) that is attached to a predetermined location within the game area 5a and detects the passage of game balls, a second start slot 62 (integrated with the attacker unit 500 described later) that allows game balls to be received according to the result of the ordinary symbol lottery drawn when a game ball passes through the gate, and a large prize slot 64 (integrated with the attacker unit 500 described later) that allows game balls to be received according to either the result of the first special lottery drawn when a game ball is received into the first start slot 61 or the result of the second special lottery drawn when a game ball is received into the second start slot. Note that gate 63, the second starting gate 62, and the main prize gate 64 are located within the attacker unit 500 and are therefore not shown in the diagram.
[0021] The second starting port is equipped with a standard electric mechanism composed of a movable piece and a standard electric mechanism solenoid for opening and closing this standard electric mechanism. Depending on the energization state of the standard electric mechanism solenoid, the standard electric mechanism can alternately switch between a closed state in which it is difficult for game balls to enter the second starting port and an open state in which it is easier for game balls to enter than in the closed state. The second starting port is configured in such a way that it is difficult for game balls to enter unless the standard electric mechanism is in the open state, while it is easy for game balls to enter when the standard electric mechanism is in the open state. The front member 100a has a first out port 29 directly below the first starting port 61 in the center in the left-right direction. The attacker unit 500 is located to the lower right of the front member 100a. The attacker unit 500 mainly consists of a movable piece that acts as a special electric mechanism 642 for opening and closing the large prize port 64, and is a unit in which multiple parts are integrated together.
[0022] The rear unit 200m has an opening 200a for viewing the LCD display screen at the rear. The rear unit 200m is equipped with a sensor for detecting game balls received in the general prize entry opening 66, the first start opening 61, etc., a locking mechanism for detachably attaching the LCD base 300m, and a passage for ejecting game balls.
[0023] The front member 100a has an outer shape that is approximately square when viewed from the front, and an inner shape that is approximately circular and penetrates in the front-to-back direction, with the inner circumference of the inner shape defining the outer perimeter of the game area 5a. The front member 100a includes an outer rail 100f that extends in an arc along the circumferential direction clockwise from the lower end slightly to the left of the center in the front view, passing over the upper end of the center in the front view and extending to the upper right diagonally; an inner rail 100d that is positioned inside the front member 100a, roughly along the outer rail 100f, and extends in an arc from the lower center in the front view to the upper left diagonally; and an out guideway 100e that is formed at the lowest point of the game area 5a on the right side of the lower end of the inner rail 100d in the front view and slopes downward toward the rear.
[0024] The game panel 100b is equipped with a center ornament 22 that protrudes toward the front member 100a, around an opening that has the same shape as the opening of the front member 100a. When the game panel 100b is fixed to the front member 100a, the center ornament 22 fits into the opening so as to match the shape of the opening of the front member 100a, decorating the area around the opening 100h of the front unit 100m. The player can perceive the performance screen and the behavior of the performance device through the opening 100h. The center ornament 22 is a type of decoration and performs a decorative function that assists the screen of the performance display device 70 at the center of the game board 5. The center ornament 22 may be equipped with a movable mechanism (movable performance device) that performs performance actions according to the progress of the game. The movable mechanism is operated by a drive source such as a stepping motor or a solenoid. The center ornament 22 may be equipped with a lamp that lights up according to the progress of the game.
[0025] The main control unit 5b (see Figure 7) is mounted on the back of the display device 70, below the peripheral control unit 5c. The main control unit 5b includes a main control board 100 that controls the game content and the payout of game balls, and a main control board case 100n that houses the main control board 100 (see Figure 16). The main control unit 5b controls the game content and the prize balls awarded for winning game balls.
[0026] The function display unit 100c includes a status indicator consisting of one LED that displays the game state, a normal symbol indicator that displays a normal symbol by controlling the blinking of two LEDs based on the result of a normal symbol lottery drawn when a game ball passes through gate 63, and then displays these two LEDs in a lighting pattern corresponding to the result of the normal symbol lottery, a normal reserve indicator consisting of two LEDs that displays the number of reserves, which is the number of normal symbol displays related to the passage of a game ball through gate 63 for which the start condition for displaying the variation has not yet been met, a first special symbol indicator that displays a first special symbol by controlling the blinking of eight LEDs based on the result of a first special lottery drawn when a game ball is received into the first start opening 61 (occurrence of start prize), and a first special symbol indicator that displays a first special symbol by controlling the blinking of eight LEDs based on the result of a first special lottery drawn when a game ball is received into the first start opening 61 (occurrence of start prize), and a first special symbol indicator that displays these eight LEDs in a lighting pattern corresponding to the result of the first special lottery The system includes: a first special reserved number indicator consisting of two LEDs that displays the number of reserved symbols, which is the number of variable symbols for which the start condition for variable display has not yet been met among the variable display of the first special symbol related to acceptance; a second special symbol indicator that displays the second special symbol by controlling the blinking of eight LEDs based on the result of the second special lottery drawn by the acceptance of a game ball into the second start opening (occurrence of start prize), and then displays these eight LEDs in a lighting pattern corresponding to the result of the second special lottery; a second special reserved number indicator consisting of two LEDs that displays the number of reserved symbols, which is the number of variable symbols for which the start condition for variable display has not yet been met among the variable display of the second special symbol related to the acceptance of a game ball into the second start opening; and a round indicator consisting of four LEDs that displays the number of repetitions (rounds) of the opening and closing pattern of the big prize opening when the result of the first special lottery or the second special lottery is "jackpot" or the like. The function display unit 100c can display the number of reserved items, patterns, etc., by turning the LEDs on, off, and flashing as appropriate.
[0027] The peripheral control unit 5c is mounted on the rear surface of the performance display device 70 and includes a performance control board 200 that controls the performances (light-up effects, sound effects, and movable effects, etc.) presented to the player based on control signals from the main control board 100, and an image control board 300 that controls image display and sound output according to the game's progression (see Figure 19). The performance display device 70 is located in the center of the game area 5a and is detachably mounted on the rear surface of the liquid crystal base 300m, which houses the back unit 200m, approximately in the center. When the game board 5 is assembled, the performance display device 70 can be seen from the front through the frame of the frame-shaped center ornament 22. The performance display device 70 is a full-color display device with a white LED backlight and displays still and moving images. In this embodiment, the performance control board 200 and the image control board 300 are described as being configured on two separate boards, but the functional configuration of the CPUs on each board is not limited to the above and can be changed as appropriate. (For example, the CPU on the performance control board may perform sound control, or a single CPU on one board may control all of the performance effects.)
[0028] The performance display device 70 primarily displays performance images, including decorative symbols and pre-announcement effects, that change and stop in conjunction with the first or second special symbol, and also displays the holding status of the first and second special symbols. Specifically, the screen of the performance display device 70 is provided with a decorative symbol display unit that performs changes in decorative symbols and pre-announcement effects, a first special symbol holding display unit that displays the holding status of the first special symbol in synchronization with the first special symbol holding lamp, and a second special symbol holding display unit that displays the holding status of the second special symbol in synchronization with the second special symbol holding lamp.
[0029] The decorative symbol display section of the LCD screen has three display areas (left display area, middle display area, and right display area) on a predetermined active line, which serve as the display area for the changing decorative symbols. The left symbol of the decorative symbol is displayed in the left display area, the middle symbol of the decorative symbol is displayed in the middle display area, and the right symbol of the decorative symbol is displayed in the right display area. In the special symbol hold display section, in the normal display mode, when a special symbol activation hold ball occurs, a hold image with a white circle is displayed, and when that activation hold ball is consumed, the corresponding hold image disappears. These hold images are displayed in a predetermined order, such as the type of special symbol activation hold ball and the order in which they occur (order in which they enter), and a maximum of four can be displayed in each special symbol hold display section.
[0030] <Setting Change> The pachinko machine 1 according to this embodiment may be equipped with a setting change function that changes the degree of advantage the game has for the player using multiple setting values. Here, the setting value is a value used to specify the degree of advantage the game has for the player, and is managed by the main control board 100 (see Figure 19). In this example, it is assumed that there are six setting values available, in order from the lowest to the highest degree of advantage: "Setting 1", "Setting 2", ..., "Setting 5", and "Setting 6". In order to make the degree of advantage the game has for the player different for each setting value, for example, it is conceivable to make a difference in the probability of winning a jackpot in the special symbol lottery for each setting value. The main control board 100 controls the progress of the game based on the setting value, and when the setting value is changed by the setting change operation described later, it controls the progress of the game based on the changed setting value.
[0031] Therefore, the features of the pachinko machine 1 according to this embodiment, which is equipped with a setting change function, will be described in detail below. In the following description, changing / setting a setting value will be referred to as "setting change," and a series of operations related to setting changes will be referred to as "setting change operation."
[0032] In the setting change operation of pachinko machine 1, first, an operation is performed to switch the internal state controlled by the main control board 100 (main control CPU 101) to a "setting change state" in which the setting value can be changed. Then, while controlled in the setting change state, the setting value can be changed by performing an operation to select and set the desired setting value (a known operation method from conventional gaming machines can be used, and a detailed explanation is omitted).
[0033] The operation to transition to the above-mentioned setting change state consists of the following steps: the first step of opening the front frame 4 (frame opening), the second step of turning on the setting key switch (setting key switch on), the third step of performing an initialization operation on the initialization switch (RAM clear switch on), and the fourth step of performing a power ON operation on the power switch (power switch on). However, the third and fourth steps must be performed in parallel.
[0034] These first to fourth steps will be explained in detail with reference to the characteristic structure of the pachinko machine 1 according to this embodiment.
[0035] In the first step (frame release), the front frame 4 is released from the outer frame 2 using a door key. The door key is also called a common key, and generally, it is not unique to each gaming machine manufacturer or model, but rather a key that can be shared with other gaming machines to facilitate operation in gaming establishments.
[0036] To explain the procedure for opening the frame in more detail, for example, the front frame 4 can be opened from the outer frame 2 by inserting a door key into the keyhole (not shown) of the locking device that maintains the closed state of the front frame 4 relative to the outer frame 2, and pulling the front frame 4 towards the user while turning the key in a predetermined direction. The keyhole into which the door key is inserted to open the front frame 4 from the outer frame 2 may also be the same keyhole as the locking device 3c that maintains the closed state of the glass frame 3 relative to the front frame 4.
[0037] In the pachinko machine 1, a door open sensor 2p is provided on the fascia portion of the outer frame 2 to detect the open / closed state of the front frame 4 relative to the outer frame 2, and a door open detection member 4p is provided on the front frame 4 at a position corresponding to the door open sensor 2p. For example, when the front frame 4 is closed relative to the outer frame 2, the door open detection member 4p engages with the door open sensor 2p, causing the door open sensor 2p to detect the closed state (door closed) of the front frame 4. On the other hand, when the front frame 4 is open relative to the outer frame 2, the door open detection member 4p separates from the door open sensor 2p, causing the door open sensor 2p to detect the open state (door open) of the front frame 4. The detection information from the door open sensor 2p is output to a predetermined circuit board, etc., and processed as an error as necessary. Note that the above structure is just one example of a mechanism for detecting the open / closed state of the front frame 4 relative to the outer frame 2, and may be implemented with other known mechanisms.
[0038] Figure 15 is a rear view (part 1) of a pachinko machine. Figure 15 is a rear view of the pachinko machine 1 before the frame is opened. If the outer frame 2 is removed from Figure 15, it corresponds to a rear view of the front frame 4 when the front frame 4 is opened relative to the outer frame 2 (frame opened). According to Figure 15, the back cover 4h that covers the rear side of the game board 5 is closed on the rear side of the front frame 4. The back cover 4h is a covering member that normally covers the main control unit 5b (main control board 100) and the peripheral control unit 5c (performance control board 200). Therefore, even if the first procedure of opening the front frame 4 is performed, as long as the back cover 4h is closed, these covered units cannot be touched.
[0039] Figure 15 shows the RAM clear switch cover 400p, which is provided on the dispensing control board 400 (dispensing control unit) and covers the RAM clear switch 400q, and the power switch cover 600p, which is provided on the power supply board 600 (power supply unit) and covers the power switch 600q. Details of these will be described later.
[0040] Next, in the second step (turning on the setting key switch), the setting key is used to turn on the setting key switch 100q. Unlike the door key mentioned earlier, the setting key is a unique key for each gaming machine manufacturer (or model) from a security standpoint, in order to prevent fraud related to "settings" that greatly affect the performance of the gaming machine. In this embodiment of the pachinko machine 1, the setting key switch 100q is located on the main control unit 5b (for example, the main control board 100). As mentioned above with reference to Figure 15, if the front frame 4 is only opened from the outer frame 2 in the first step, the main control unit 5b is covered by the back cover 4h, so the setting key cannot be inserted into the setting key switch 100q. Therefore, when performing the second step, it is necessary to open the back cover 4h.
[0041] Figure 16 is a rear view (part 2) of the pachinko machine. Figure 16 is a rear view of the pachinko machine 1 with the back cover 4h removed from Figure 15. Removing the outer frame 2 from Figure 16 corresponds to the rear view of the front frame 4 when the second procedure is performed (i.e., when the front frame 4 is open and the back cover 4h is open). According to Figure 16, the main control unit 5b (main control board 100) and peripheral control unit 5c (performance control board 200), which were covered by the back cover 4h, are exposed. However, the setting key switch 100q is not yet visible.
[0042] In this embodiment, the back of the main control unit 5b is covered by the main control board case 100n, and the portion where the setting key switch 100q is located is normally covered by an openable and closable harness cover 100p. That is, the setting key switch 100q is normally double-covered by the back cover 4h and the harness cover 100p, and when performing the second procedure, it is necessary to open the back cover 4h and then the harness cover 100p. In this embodiment, as shown in Figure 18, the back cover 4h has a structure that opens and closes in the left-right direction, while the harness cover 100p has a structure that opens and closes in the up-down direction. By making the opening and closing directions of the two covers different in this way, it is made difficult to operate the setting key switch 100q through the gap when the front frame 4 is slightly open, thereby enhancing security.
[0043] Figure 17 is a rear view (part 3) of the pachinko machine. Figure 17 is a rear view of the pachinko machine 1 with the harness cover 100p opened from the state shown in Figure 16. Figure 18 is a perspective view of the pachinko machine in the state shown in Figure 17. As shown in Figures 17 and 18, when the harness cover 100p is opened to the rear side of the front frame 4, the setting key switch 100q located behind it is exposed and operable.
[0044] Therefore, at this time, the operator performing the setting change operation (for example, the hall manager) can perform a second procedure to turn on the setting key switch 100q by keeping the harness cover 100p open and inserting the corresponding setting key into the setting key switch 100q from the rear side of the front frame 4 and turning it in a predetermined direction.
[0045] Figures 17 and 18 also show the RAM clear switch cover 400p on the payout control unit and the power switch cover 600p on the power supply unit in an open state.
[0046] The RAM clear switch cover 400p is a cover that swings open and closed in the vertical direction. For example, the RAM clear switch cover 400p has a locking mechanism in the closed state, and after the lock is released by moving the RAM clear switch cover 400p downwards, it can be opened towards the front. When the RAM clear switch cover 400p is opened, the RAM clear switch 400q is exposed and can be operated.
[0047] The RAM clear switch 400q corresponds to the initialization switch operated in the third procedure, and outputs a signal to initialize (clear the RAM) the control information stored in the main control RAM 103 when a predetermined initialization operation (for example, the ON operation by pressing the RAM clear switch 400q within a predetermined period after power-up) is performed. Note that the initialization operation for RAM clearing is not limited to the operation of the RAM clear switch 400q alone, and the initialization operation for RAM clearing may also include pressing the RAM clear switch 400q while turning on the power switch 600q. Furthermore, the range of information initialized when RAM clearing is performed is not limited to the control information stored in the main control RAM 103.
[0048] Therefore, after performing the second procedure, the operator performing the configuration change operation can execute the third procedure (turning on the RAM clear switch) by opening the RAM clear switch cover 400p and performing an initialization operation (e.g., turning it ON) on the RAM clear switch 400q from the rear side of the front frame 4.
[0049] Furthermore, the power switch cover 600p, like the RAM clear switch cover 400p described above, is a cover that swings open and closed in the vertical direction. The power switch cover 600p may also have a locking mechanism. When the power switch cover 600p is opened, the power switch 600q is exposed and operable.
[0050] The power switch 600q is a power switch that changes the power supply state in the gaming machine 1 (at least the main control board 100), and outputs a signal that switches the power on / off state when a power operation is performed.
[0051] Therefore, the operator performing the configuration change operation should, after performing the second step, With the power switch cover 600p open, the fourth step (power switch on) can be performed by performing a predetermined power operation (power on operation) on the power switch 600q from the rear side of the front frame 4. As mentioned above, the third and fourth steps must be performed simultaneously (in parallel). Once the first to fourth steps are performed, the internal state of the pachinko machine 1 transitions to the setting change state, making it possible to select and set the setting value.
[0052] In the pachinko machine 1 according to this embodiment, if the first (frame opening) and second (setting key switch on) steps of the first to fourth steps for transitioning to the setting change state described above are omitted, an initialization operation will be performed. If the third step (RAM clear switch on) is omitted, the machine will transition to a setting confirmation state where the current game setting (setting value) is confirmed.
[0053] As described above, in the setting change operation for pachinko machine 1, the second to fourth steps must be performed from the back side of the front frame 4 after the front frame 4 has been opened from the outer frame 2 by the first step. Therefore, it is possible to prevent fraudulent acts such as attempting to change the settings while the front door (front frame 4) of the gaming machine is closed.
[0054] <Control Configuration of the Gaming Machine> Figure 19 is a control block diagram showing an example of the control configuration of the gaming machine according to this embodiment.
[0055] <Main Control Board> As shown in Figure 19, the main control board 100 includes a main control CPU 101, a main control ROM 102, a main control RAM 103, and an I / O port circuit 104. The main control CPU 101 controls the operation of the main control program and executes various calculation processes related to the game. The main control ROM 102 stores the main control program and various data nonvolatilously. The main control RAM 103 functions as a work area and buffer memory used as a temporary storage area. The I / O port circuit 104 inputs and outputs signals to and from peripheral boards and devices such as the performance control board 200 and the payout control board 400 under the control of the main control CPU 101.
[0056] The main control CPU 101 reads the main control program from the main control ROM 102 and executes each instruction on the main control RAM 103, thereby controlling the game operation according to each instruction of the main control program.
[0057] In addition, the main control board 100 includes, although not shown in the figure, a clock circuit, a WDT circuit, a CTC circuit, and a random number generation circuit.
[0058] The clock circuit divides the clock signal from the crystal oscillator to generate the internal system clock. The WDT circuit resets the main control CPU 101 to a normal state when it malfunctions or goes out of control. The CTC circuit generates real-time interrupts and measures time. The random number generation circuit operates separately from the program processing (software random numbers) by the main control CPU 101 to generate predetermined random numbers (built-in random numbers). These are electrically connected to each other via an internal bus (not shown).
[0059] The main control CPU 101 reads the main control program stored in the main control ROM 102 based on detection information from each switch 161, etc., and executes calculations to perform various processes related to the main control of the game.
[0060] Furthermore, the main control CPU 101 is equipped with an effect command output port for outputting effect control commands to the effect control board 200 to execute effect control actions associated with the main control of the game, as well as a payout command output port for outputting payout commands to execute the payout action of game balls, and a strobe signal output port used to output strobe signals to determine the timing for each of these transmission commands to be received by the respective target boards. In addition, the main control CPU 101 is equipped with various other output ports, and the strobe signal output port 101B actually exists as a port that outputs multiple data together with other output data.
[0061] The main control RAM 103 is a volatile memory means in which at least a portion of its area is backed up by the backup power generated by the power supply board 600. The backup area of the main control RAM 103 is an area that should store the stack pointer and data such as each register that was held at the time of the power outage (hereinafter referred to as "power outage"), and when the power is turned on (power recovery), the state of the gaming machine is restored to the state before the power outage based on the information in the backup area.
[0062] The main control board 100 is electrically connected to various switches, including a setting key switch 100q for changing set values, a first start port switch 161 provided at the first start port 61, a second start port switch 162 provided at the second start port 62, an operating gate switch 163 provided at the gate 63, a large prize port switch 164 provided at the large prize port 64, and a general prize port switch 166 provided at the general prize port 66. Detection signals from these various switches are input to the main control CPU 101 via the I / O port circuit 104 on the main control board 100.
[0063] Furthermore, the main control board 100 is electrically connected to various display means such as the first special symbol display device 171, the second special symbol display device 172, the first special symbol hold lamp 173, the second special symbol hold lamp 174, the normal symbol display device 175, and the normal symbol hold lamp 176. The main control board 100 is electrically connected to various solenoids such as the normal electric mechanism solenoid 123 that operates the normal electric mechanism 622, and the special electric mechanism solenoid 124 that operates the special electric mechanism 642, and transmits control signals from the main control CPU 101 to these various display means and various solenoids via the I / O port circuit 104.
[0064] The main control board 100 and the performance control board 200 are connected, for example, by eight parallel signal lines and one strobe signal line, and communication is possible only in one direction, from the main control board 100 to the performance control board 200. In other words, it is permitted to send various performance control commands from the main control board 100 to the performance control board 200, but it is not permitted to send commands or data from the performance control board 200 to the main control board 100.
[0065] The I / O port circuit 104 is located on the main control board 100 between the main control CPU 101 and the performance control board connection connector 109. The main control CPU 101 and the performance control board connection connector 109 are connected by a data bus 111 consisting of eight data lines, as well as a strobe signal bus 112 consisting of strobe signal lines. Command data transmitted from the I / O port circuit 104 is received by the performance control board 200 via the performance control board connection connector 109 under the control of the main control CPU 101, as will be described later.
[0066] <Performance Control Board> On the other hand, as shown in Figure 19, the performance control board 200 includes a performance control CPU 201 that executes various calculation processes related to game performances based on performance control commands from the main control board 100, a performance control ROM 202 that stores performance control programs and various data, a performance control RAM 203 that functions as a work area and buffer memory as a temporary work area, and an I / O port circuit 204 that inputs and outputs signals to and from peripheral boards and devices such as the main control board 100 and the image control board 300.
[0067] The performance control CPU 201 reads the performance control program stored in the performance control ROM 202 and executes it on the performance control RAM 203, thereby controlling the performance actions that accompany the progress of the game according to this performance control program. In addition, the performance control board 200 is equipped with, although not shown in the diagram, a clock circuit that divides the clock signal from a crystal oscillator to generate an internal system clock, a WDT circuit that resets the performance control CPU 201 to a normal state when it malfunctions or goes out of control, a TPU circuit that outputs various signals based on the system clock, an interrupt controller that generates various interrupts such as timer interrupts based on register settings and signals from the CTC circuit, a serial communication circuit for inputting and outputting serial data, and a real-time clock circuit (hereinafter referred to as the "RTC circuit") equipped with a timing function, and these are all connected to each other via an internal bus.
[0068] The performance control board 200 generates image control commands that instruct the image control board 300 to output images and sounds in response to performance control commands from the main control board 100. It also generates lamp control signals (lamp data) for controlling the lamp connection board 91 and drive control signals (drive data) for controlling the motor driver 92. The performance control board 200 is connected to the image control board 300 so as to enable bidirectional communication. Image control commands related to images and sounds are transmitted from the performance control board 200 to the image control board 300, and in response, a response command (so-called ACK command) indicating that the image control command has been successfully received is transmitted from the image control board 300 to the performance control board 200.
[0069] The performance control board 200 is connected to the speaker 11 that outputs sound, and the performance control CPU 201 controls the output of sound data generated by the image control board 300 to the speaker 11.
[0070] The performance control board 200 is electrically connected to the lamp connection board 91, which is equipped with multiple LED drivers, and transmits lamp control signals (lamp data) for controlling the lamp connection board 91 via a serial communication circuit. In this embodiment, the performance control board 200 and the lamp connection board 91 employ clock-synchronous serial communication, and the lamp control signals are transmitted bit by bit via a separate signal line (clock line) from the data line used for lamp data transmission, in synchronization with the clock signal transmitted on that line.
[0071] The lamp connection board 91 incorporates an LED driver that functions in response to a lamp control signal for driving the LEDs transmitted from the performance control board 200. Based on the lamp control signal, the lamp connection board 91 switches switches in the circuit on and off to supply or cut off drive current to the performance lamps 10 and 25, thereby controlling the lighting and extinguishing of the performance lamps 10 and 25.
[0072] Furthermore, the performance control board 200 is electrically connected to multiple motor drivers 92 and outputs drive control signals (drive data) for driving the mechanical devices to the motor drivers 92 via the I / O port circuit 204. The motor drivers 92 switch on / off switches in their circuits based on the drive control signals for driving the mechanical devices transmitted from the performance control board 200, thereby supplying or cutting off drive current to the stepping motors of each movable device and operating each movable device. A parallel communication method is used for transmitting data to the motor drivers 92. In addition to this embodiment, if the mechanical device has a drive source other than a stepping motor, the control signals and control data are transmitted to a driver IC corresponding to the drive source instead of the motor driver 92.
[0073] The image control board 300 includes an image control CPU 301, an image control ROM 304, an image control RAM 305, and an I / O port circuit 306. The image control CPU 301 performs various calculations related to image effects based on image control commands from the effect control board 200. The image control ROM 304 stores image control programs and various data. The image control RAM 305 functions as a temporary storage area (work area) and buffer memory. The I / O port circuit 306 inputs and outputs signals to and from peripheral boards and various devices.
[0074] The image control CPU 301 reads the image control program from the image control ROM 304, loads it into the image control RAM 305, and executes it, thereby controlling the image display operations related to the performance according to this image control program. .
[0075] Furthermore, the image control board 300 is equipped with a VDP 302 that generates image data in accordance with the performance content based on control signals acquired from the image control CPU 301, and a sound source IC 303 that generates sound data in accordance with the performance content based on control signals acquired from the image control CPU 301. The VDP 302 is a so-called graphics processor that reads image data stored in an image ROM (not shown) in response to instructions from the image control CPU 301, processes this image data, and outputs a video signal of the generated display data to the performance display device 70. A high-speed VRAM (not shown) used for expanding and processing the image data read from the image ROM is connected to the VDP 302. The sound source IC 303 reads sound data stored in an audio ROM (not shown) in response to instructions from the image control CPU 301, and generates sound data by synthesizing this data. The generated sound data is output to the speaker 11 via an amplifier through the performance control board 200.
[0076] <Payout Control Board> The payout control board 400 includes a payout control CPU 401, a payout control ROM 402, and a payout control RAM 403. Based on payout control commands from the main control board 100, the payout control board 400 drives the prize ball payout unit 34 to control the payout operation (prize ball operation) of game balls, while simultaneously driving the ball feeding mechanism 13 and the launch mechanism 14 in sync according to the amount of operation of the launch handle 12 to control the launch operation of game balls.
[0077] <Power Supply Board> The power supply board 600 includes a normal power supply circuit, a backup power supply circuit, and a power failure monitoring circuit. The normal power supply circuit generates the normal power used by each control board based on the primary power supply supplied from the power supply equipment of the gaming machine island. The backup power supply circuit generates backup power. The power failure monitoring circuit has the function of monitoring power failure due to voltage drop.
[0078] The power supply board 600 generates and supplies the necessary power voltage for each control board and other electronic and electrical components such as gaming equipment. A power switch 600q is connected to the power supply board 600 to activate the power supply circuit. When the power switch 600q is turned on while primary power is supplied from the power supply unit of the gaming machine island, the power supply board 600's normal power supply circuit supplies the predetermined power to each control board and other components.
[0079] The power supply board 600 has a function to detect when the power supply from the gaming machine island's power supply unit is cut off (hereinafter also referred to as "power outage"), and when a power outage is detected, it transmits a power outage signal (NMI signal) to the main control board 100, the performance control board 200, and the payout control board 400 to notify them of the fact. The backup power supply circuit is configured to be charged while power is supplied to the gaming machine from the gaming machine island's power supply unit. A RAM clear switch 400q and a door open sensor 2q are connected to the power supply board 600. The RAM clear switch 400q is a switch that temporarily erases the stored contents of the main control RAM 103 of the main control board 100 and sets initial values when the gaming machine is powered on. The door open sensor 2q is a sensor that detects the open / closed state of the front frame 4 relative to the outer frame 2. The RAM clear switch 400q and the door open sensor 2q may be connected to other boards, such as the main control board 100, instead of the power supply board 600.
[0080] <Basic Operation Example of a Gaming Machine> In a gaming machine configured as described above, gameplay begins with game balls stored in the upper ball tray 8. First, when the launch handle 12 is rotated, the game balls stored in the upper ball tray 8 are fed one by one to the launch mechanism 14 by the ball feeding mechanism 13 located on the back side of the glass frame 3, and the launch mechanism 14 launches the balls into the game area 20A with a launching intensity corresponding to the amount the launch handle 12 is operated.
[0081] When a game ball rolling down the game area 20A enters any of the general prize entry openings 66, the first start opening 61, the second start opening 62, or the large prize entry opening 64, this detection signal is input to the main control board 100. The main control board 100, through the main control CPU 101, transmits a payout control command to the payout control board 400 that instructs the prize ball operation according to the type of prize entry opening. Based on this command, the payout control board 400 controls the payout of the game balls in the storage tank 31, and the prize ball payout unit 34 dispenses them into the upper ball tray 8 or the lower ball tray 9.
[0082] On the other hand, when a game ball enters the first start port 61 or the second start port 62, this detection signal is input to the main control board 100. On the main control board 100, the main control CPU 101 acquires a random value for the special symbol when it detects a ball entering the first start port 61 or the second start port 62, and temporarily stores this random value as a reserved ball for the special symbol up to a predetermined upper limit. When the predetermined variation start condition is met, the main control CPU 101 then performs a special symbol win / fail judgment and symbol judgment on the random value for the reserved ball, and performs a variation pattern judgment to select a variation pattern, and displays the special symbol in a variation using the first special symbol display device 171 or the second special symbol display device 172 in a manner corresponding to the judgment result. At the same time, the main control CPU 101 transmits a performance control command to the performance control board 200, causing the image control board 300 to perform the display of the decorative symbol variation and the display of the variation performance on the performance display device 70. The display of special and decorative symbols stops synchronously after the elapsed variation time corresponding to the selected variation pattern. Here, the process by which a ball enters the first start port 61 or the second start port 62 and various random values are obtained, and furthermore, when the obtained random values are held and the variation start conditions are met, the special symbol display device performs a special symbol game, which ultimately results in the execution of a special symbol game, is called the "start condition (being met)".
[0083] When the first special symbol display device 171 or the second special symbol display device 172 displays a confirmed stop pattern indicating a jackpot, the game transitions to a special game state which is more advantageous to the player than normal gameplay, and the opening and closing operation of the jackpot opening 64 is started in accordance with the operation of the special electric mechanism 642. On the other hand, the stop pattern of the decorative symbols indicating a jackpot in the performance display device 70 is, for example, a pattern in which three types of symbols match. In this embodiment, as special games, there are 10R special games set to 10 rounds, 5R special games set to 5 rounds, and 2R special games set to 2 rounds.
[0084] In this embodiment, regardless of whether the game transitions to a 10R special game, a 5R special game, or a 2R special game, the probability variation function of the special symbols (also referred to as "probability variation") operates for the period from the end of the special game until the number of special symbol variations reaches a predetermined final number (also referred to as "ST count") (also referred to as "ST period"). In other words, in this embodiment, the probability variation function of the special symbols does not continue until the next jackpot occurs, but is limited to until the above-mentioned ST count is reached. When the probability variation function of the special symbols is activated in this way, the jackpot probability of the special symbol lottery transitions from a low probability state to a high probability state, thus increasing the probability of reaching a new jackpot relatively quickly.
[0085] On the other hand, after the special game ends, the main control CPU 101 may activate a special symbol variation time reduction function (hereinafter also referred to as "time reduction") in conjunction with or separately from the special symbol probability variation function. When the special symbol variation time reduction function is activated, the average variation time of the special symbols (and decorative symbols) tends to be shorter than usual, increasing the number of special symbol draws per unit time, and making it easier to win the next jackpot in a shorter period of time than the end of the previous jackpot.
[0086] Furthermore, when the special symbol variation time reduction function is activated, the main control CPU 101 also activates the so-called electric reel support function (normal electric mechanism support function). The electric reel support function activates one or a combination of the following functions: the normal symbol probability variation function, the normal symbol variation time reduction function, and the normal electric mechanism 622 opening extension function. When the normal symbol probability variation function is activated, the probability of winning with a normal symbol becomes higher than the normal state. When the normal symbol variation time reduction function is activated, the variation time of the normal symbols is shortened, and the opening mode of the normal electric mechanism 622 is changed from that of the normal game state (when the electric reel support function is not activated) (for example, the opening time of the normal electric mechanism 622 is extended compared to normal), making it easier for game balls to enter the second start port 62 (also called the "easy ball entry state"). When the normal electric mechanism 622 opening time extension function is activated, the opening time of the normal electric mechanism 622 is extended compared to the normal state. In this state of easy ball entry, the activation of the function to shorten the variation time of the regular symbols increases the likelihood of the number of variations of the regular symbols per certain period of time being greater than in the normal state. In addition, the activation of the function to extend the opening time of the regular electric mechanism 622 improves the ease of ball entry into the second start opening 62, thus increasing the likelihood of an increase in the number of balls entering the second start opening 62. Consequently, the activation of the function to shorten the variation time of the special symbols and the electric tuner support function increases the opportunities to win prize balls by entering the second start opening 62 during that period. As a result, players can continue playing in a state where it is less likely for their ball count to decrease compared to normal gameplay.
[0087] <Example of Main Functional Configuration of the Gaming Machine> The overview of the game operation of the gaming machine according to this embodiment is as described above. Next, the main functions of the gaming machine according to this embodiment will be described in detail. Figure 20 is a block diagram showing an example of the functions of the main control board 100 mounted on the gaming machine according to this embodiment.
[0088] The main control board 100 includes a ball entry determination means 110, a game lottery random number generation means 120, a hold control means 130, a pre-determination means 135, a special symbol lottery processing means 140, a normal symbol lottery processing means 145, a special game control means 150, a symbol display control means 155, an electric mechanism control means 160, a game state control means 169, an error monitoring control means 170, a main information storage means 180, and a command transmission / reception means 190. Note that each of the above means in the main control board 100 is composed of hardware such as a main control CPU 101, main control ROM 102, main control RAM 103, and electronic circuits provided on the main control board 100, as well as software such as a main control program stored in the main control ROM 102, but here it is represented as a functional block.
[0089] The ball entry determination means 110 determines whether a game ball has entered each prize entry point, etc., based on detection signals from the first start-up switch 161, the second start-up switch 162, the operating gate switch 163, the big prize entry switch 164, the general prize entry switch 166, and the out-ball detection switch 167, etc.
[0090] The game lottery random number generation means 120 takes in the built-in random numbers generated by the random number generation circuit described above and adds the special symbol winning software random numbers described later to them to generate the special symbol winning random numbers used for the lottery of whether the special symbols will be won or lost. The game lottery random number generation means 120 is equipped with random number counters for generating various software random numbers through program processing by the main control CPU 101. These random number counters function as random number generation means that generate random numbers in software.
[0091] This software random number includes special symbol winning software random numbers which are added to the aforementioned built-in random numbers to constitute special symbol winning random numbers, special symbol winning initial value random numbers which determine the initial and final values of special symbol winning software random numbers, special symbol winning symbol random numbers which are used to determine the winning symbols (combinations of symbols that activate the condition device, combinations of losing symbols, etc.) as the stopping symbols for special symbols, special symbol winning symbol initial value random numbers which determine the initial and final values of special symbol winning symbol random numbers, special symbol variation pattern random numbers which are used to select the variation pattern of special symbols, normal symbol winning random numbers which are used to determine whether normal symbols win or lose, normal symbol winning initial value random numbers which determine the initial and final values of normal symbol winning random numbers, and normal symbol variation pattern random numbers which are used to select the variation pattern of normal symbols. Note that the winning symbols mentioned above refer to the symbols that have been won. do.
[0092] These software random numbers are updated once each time a timer interrupt occurs, and the initial random number is also updated using the remaining interrupt period even when the timer interrupt is not being executed (during loop processing).
[0093] The hold control means 130 includes a special symbol hold control means 131 and a normal symbol hold control means 132. The special symbol hold control means 131 acquires random values related to special symbol games, namely a special symbol winning random value, a special symbol winning symbol random value, and a special symbol variation pattern random value, triggered by the entry of a game ball into the first start port 61 or the second start port 62, and manages these random values as operational hold ball information for the first special symbol or the second special symbol. The special symbol hold control means 131 temporarily stores operational hold ball information for the first special symbol or the second special symbol up to a predetermined upper limit (for example, 4 balls) in the first special symbol hold storage area or the second special symbol hold storage area of the main information storage means 180, in conjunction with the order in which the hold balls are entered.
[0094] The first and second special symbol hold storage areas are each provided with a hold 1 memory area (first hold memory area), a hold 2 memory area (second hold memory area), a hold 3 memory area (third hold memory area), and a hold 4 memory area (fourth hold memory area), in the order of ball entry into each start opening 61 and 62. Each hold memory area can store the operating hold ball information as a set of special symbol winning random numbers, special symbol winning symbol random numbers, and special symbol variation pattern random numbers. The operating hold ball information is stored in the order of hold 1 memory area, hold 2 memory area, hold 3 memory area, and hold 4 memory area, and is consumed in the order of hold 1 memory area, hold 2 memory area, hold 3 memory area, and hold 4 memory area, according to the so-called first-in, first-out principle. When the hold ball information in hold 1 memory area is consumed, the hold ball information stored in hold 2 memory area, hold 3 memory area, and hold 4 memory area is shifted to the memory area with the lower number, and the contents of hold 4 memory area are cleared to zero.
[0095] The special symbol hold control means 131 includes a first special symbol hold counter for counting the number of balls that are held for activation of the first special symbol, and a second special symbol hold counter for counting the number of balls that are held for activation of the second special symbol. As an update process for the number of balls that are held for activation of the special symbol, the special symbol hold control means 131 increments the corresponding counter by 1 each time an activation hold ball for the special symbol is acquired, and decrements the corresponding counter by 1 each time an activation hold ball is consumed.
[0096] The special symbol hold control means 131, when it updates (adds or subtracts) the number of balls held for activation of the first or second special symbol, generates a performance control command (referred to as a "symbol memory count command") that includes the updated information of the number of balls held, and temporarily stores it in the command storage area of the main information storage means 180. This single command includes information on both the number of balls held for activation of the first special symbol and the number of balls held for activation of the second special symbol. In principle, the balls held for activation of each special symbol are consumed in the order in which they were entered. However, in this embodiment, a so-called priority consumption is adopted, which prioritizes the display of the second special symbol's variation over that of the first special symbol. Therefore, as long as there are balls held for activation related to the second special symbol game, the system is configured to prioritize the consumption of balls held for activation related to the second special symbol game, regardless of the presence of balls held for activation related to the first special symbol game. Furthermore, under this priority consumption system, if there are reserved balls for the second special symbol, the consumption of the reserved balls for the first special symbol will be suspended, even if there are reserved balls for the first special symbol.
[0097] The normal symbol hold control means 132 acquires random values related to normal symbol games, namely the normal symbol winning random value, the normal symbol winning symbol random value, and the normal symbol variation pattern random value, when a game ball rolling down the game area 20A passes through the gate 63, and manages these random values as normal symbol activated hold ball information. The normal symbol hold control means 132 temporarily stores the normal symbol activated hold ball information up to a predetermined upper limit (for example, 4 balls) in the normal symbol hold storage area of the main information storage means 180, in conjunction with the ball entry order of the hold balls. The normal symbol hold control means 132 has a normal symbol hold ball counter for counting the number of normal symbol activated hold balls. The normal symbol hold control means 132 updates the number of held balls for activated normal symbols by adding 1 to the corresponding counter each time an activated normal symbol ball is acquired, and subtracting 1 to the corresponding counter each time an activated ball is consumed.
[0098] The pre-determination means 135 performs a pre-determination for a pre-announcement targeting the special symbol's reserved ball when it acquires the reserved ball at a predetermined pre-determination timing. An example of a pre-determination timing is when any of the following conditions are met: (1) when an activated reserved ball of the first special symbol is acquired while waiting for a win and the electric tuner support function is not activated; (2) when an activated reserved ball of the second special symbol is acquired while waiting for a win and the electric tuner support function is activated; or (3) when an activated reserved ball of the second special symbol is acquired during a big win or a small win. The main control board 100 can also perform a pre-determination regardless of when the reserved ball is acquired and transmit the information to the performance control board 200, allowing the performance control board 200 to make all decisions regarding whether or not to execute the pre-announcement.
[0099] Specifically, the pre-determination means 135 reads the random value corresponding to the currently acquired operating reserve ball from the first special symbol reserve storage area or the second special symbol reserve storage area of the main information storage means 180, and sequentially performs pre-determination of the win / fail lottery (win / fail pre-determination), pre-determination of the symbol lottery (symbol pre-determination), and pre-determination of the variation pattern lottery (variation pattern pre-determination). The pre-determination table used in each pre-determination is not shown in the diagram, but in the same way as the lottery tables described later (special symbol win / fail lottery table, special symbol winning symbol table, variation pattern table), the area corresponding to the total number of random numbers is divided into multiple areas, and a lottery ID is assigned to each of these areas (number of determination values). Note that the pre-determination by the pre-determination means 135 may pre-determinate data temporarily held in RAM or CPU registers, rather than data stored in the first special symbol reserve storage area or the second special symbol reserve storage area, as long as it corresponds to the random value used in the lottery when the variation actually starts.
[0100] This lottery ID is set to a number indicating the result of a pre-determination (also referred to as the "pre-determination number"). The pre-determination means 135 sequentially generates performance control commands ("pre-determination commands") that include information on the pre-determination result (pre-determination number), and stores these in the command storage area of the main information storage means 180. In addition to transmitting the pre-determination result as information (lottery ID) indicating which random value range it belongs to, as in this embodiment, it is also possible to transmit the result of a pre-draw using a win / loss lottery table or the like that is used when the fluctuation actually starts.
[0101] The special symbol lottery processing means 140 includes a special symbol win / failure determination means 141, a special symbol stop symbol determination means 142, and a special symbol variation pattern determination means 143. When the special symbol variation start condition is met, the special symbol lottery processing means 140 reads out the special symbol win random value, special symbol win symbol random value, and special symbol variation pattern random value stored in the earliest memory area (reserve 1 memory area) of the special symbol hold storage area in the main information storage means 180, and stores them in the special symbol win / failure determination area, special symbol determination area, and special symbol variation pattern determination area of the main information storage means 180, respectively. Here, "the conditions for starting the special symbol to change are met" means that, for example, when priority control of the second special symbol is adopted as in this embodiment, all of the following conditions are satisfied: (1) it is not during a big win or a small win, (2) both the first and second special symbols are in a waiting state for change, and (3) there is an activated reserve ball in at least one of the first and second special symbols. When all of these conditions are satisfied, it is determined that the special symbol is in a state where it can start changing.
[0102] The special symbol win / failure determination means 141 reads a special symbol win random value from the special symbol win / failure determination area of the main information storage means 180 and performs a win / failure determination, determining whether the result is a big win, a small win, or a loss. The result of this win / failure determination is temporarily stored in the special symbol determination flag of the main information storage means 180 (for example, big win data (e.g., "55H"), small win data (e.g., "33H"), and loss data (e.g., "00H")), used in subsequent processing, and then cleared when the special symbol stops moving. The special symbol win / failure determination means 141 refers to the special symbol win / failure lottery table when making this win / failure determination. Note that the "H" shown after each of the above data is the initial letter of "Hexadecimal," meaning that the data is represented in hexadecimal. For example, "55H" indicates that the 1-byte data is "01010101B" (where "B" is a binary number). In particular, when using decimal notation, either do not add any symbols, or add a "D" to explain it.
[0103] Figure 22(A) shows an example of a special symbol win / loss lottery table referenced in the normal state, which is a so-called low-probability state, and Figure 22(B) shows an example of a special symbol win / loss lottery table referenced in the probability variation state, which is a so-called high-probability state.
[0104] In this special symbol win / loss lottery table, the random number for special symbol wins is associated with the judgment results for big wins, small wins, and losses. The probability of winning a big win or a small win is determined according to the range of random numbers associated in this way. As can be seen from Figures 22(A) and 22(B), in the win / loss lottery for special symbol games, in the normal state (low probability state), a big win occurs only when the random number falls within the range of "0 to 219". On the other hand, in the probability variation state (high probability state), the range of big wins is expanded, and a big win occurs not only when the random number falls within the range of "0 to 219", but also when it falls within the range of "220 to 2184". In other words, when the probability variation function of special symbols is activated, the probability of winning a big win changes from a low probability state (approximately 1 / 300) to a high probability state (approximately 1 / 30).
[0105] Thus, the range that corresponds to a big win changes depending on the state of the game, but the probability of winning a big win is the same for the first special symbol win / fail lottery and the second special symbol win / fail lottery. Here, even if the random value for the special symbol win does not fall within the big win range, if it falls within a predetermined range, it will result in a minor win. In this embodiment, minor wins are configured to exist only in the win / fail lottery for the first special symbol, but for example, minor wins may also be provided in the win / fail lottery for the second special symbol, so that the win / fail lottery for the second special symbol has a higher probability of resulting in a minor win than the win / fail lottery for the first special symbol, or minor wins may be provided only in the win / fail lottery for the second special symbol.
[0106] As mentioned above, the pachinko machine 1 according to this embodiment can be equipped with a setting change function that changes the degree of advantage the game has for the player by setting multiple levels of values. When the settings are changed in such a pachinko machine 1, the range of random numbers that result in a jackpot is changed according to the setting (setting value). Therefore, a special symbol win / loss lottery table is provided in which the range of jackpots differs according to the setting value. However, in the pachinko machine 1, the ratio of the jackpot lottery probability in the low probability state to the jackpot lottery probability in the high probability state is kept constant regardless of the setting value. Specifically, for example, if the jackpot lottery probability when the setting value is "1" is 1 / 300 in the low probability state and 1 / 30 in the high probability state (10 times that of the low probability state), then when the setting value is "6", the jackpot lottery probability will be 1 / 250 in the low probability state and 1 / 25 in the high probability state (10 times that of the low probability state).
[0107] The special symbol stop symbol determination means 142 determines the stop symbol of the first special symbol or the second special symbol, and the group of symbols to which the said stop symbol belongs, based on the result of the lottery for the success or failure of the first special symbol or the second special symbol. It has a first special symbol winning symbol table and a second special symbol winning symbol table, which are referenced when determining the stopping symbols and symbol groups for the first special symbol and the second special symbol if the result of the draw is a jackpot.
[0108] As shown in Figure 23(A), the first special symbol winning symbol table associates the random value of the special symbol winning symbol with the stopping symbol, the symbol group, and the content of the jackpot (the number of times the special symbol's probability variation function and variation time reduction function are activated, and the operation pattern of the big prize slot 64). The number "100" in parentheses represents the number of times the special symbol's probability variation function and variation time reduction function are activated, i.e., the number of ST (Special Time) rounds. In this table, the stopping symbols "1" to "8" of the first special symbol are classified into two types of symbol groups, A and B, according to the type of jackpot. In this embodiment, the winning symbol table for cases where the draw is a loss or a minor win is not shown. However, if all losses and minor wins are single actions, the losing symbol and minor win symbol can be determined uniquely without using the winning symbol table. If it is desired to have different types of losses and minor wins to change the variation pattern or the control mode of the special electric mechanism, the winning symbol table may be used to determine the symbols even in the case of losses and minor wins.
[0109] Specifically, symbols "1", "2", "3", and "4" are associated with symbol group A (symbols with 10R specific time reduction), symbols "5" and "6" are associated with symbol group B (symbols with 5R specific time reduction), and symbols "7" and "8" are associated with symbol group C (symbols with 2R specific time reduction). In this embodiment, "specific symbols" are symbols that activate the probability variation function after the special game ends, while "normal symbols" are symbols that do not activate the probability variation function after the special game ends (the same applies to the second special symbols described later).
[0110] Symbol groups A and B are specific symbols that indicate a so-called "probability change win," which transitions the game state to a probability change state (high probability state) after the special game ends. The probability change function, the function to shorten the variation time, and the electric reel support function of the special symbols are limited to the period until the number of variations of the special symbols ends without a big win occurring within the ST (Special Time) period, or until the next big win occurs within the ST period. For symbol group A, the prescribed number of rounds for the special game is 10 rounds, and the maximum opening time of the large prize opening 64 in one round is approximately 30 seconds. On the other hand, for symbol group B, the prescribed number of rounds for the special game is 5 rounds, and the maximum opening time of the large prize opening 64 in one round is approximately 30 seconds.
[0111] Symbol group C differs from the above-mentioned "probability variation win" in the number of times and duration the large prize slot 64 opens, but it is a specific symbol that indicates a so-called "sudden probability variation win" by transitioning the game state after the special game ends to the probability variation state (high probability state) of the special symbol. The probability variation function of the special symbol, the function to shorten the variation time, and the electric tuner support function are granted only for the duration of the special symbol's variation count until a big win is not generated within the ST count, or until the next big win occurs within the ST count. The prescribed number of rounds for the special game is 2 rounds, and the maximum opening time of the large prize slot 64 in one round of gameplay is approximately 1.8 seconds.
[0112] On the other hand, if the result of the win / loss lottery is a minor win, the symbol determination using the special symbol winning random number mentioned above is omitted, and the symbol "9" is uniquely assigned as the stopping symbol. This symbol "9" is associated with symbol group F (special electric activation symbol 1). In the case of a minor win, it does not trigger a change in the game state (probability fluctuation function, fluctuation time reduction function, electric tuner support function) or the fluctuation pattern selection state, and the game state is maintained before and after the win / loss lottery. If the result of the win / loss lottery is a loss, the symbol "0" is uniquely assigned as the stopping symbol.
[0113] On the other hand, as shown in Figure 23(B), the aforementioned second special symbol winning symbol table associates the random value of the special symbol winning symbol with the stopping symbol, the symbol group, and the content of the jackpot (the number of times the special symbol's probability variation function and variation time reduction function are activated, and the operation pattern of the special electric mechanism 642). In this second special symbol winning symbol table, the stopping symbols "11" to "18" of the second special symbol are classified into two types of symbol groups D and E according to the type of jackpot. Specifically, symbols "11", "12", "13", and "14" are associated with symbol group D (10R specific time reduction symbols), and symbols "15", "16", "17", and "18" are associated with symbol group E (5R specific time reduction symbols).
[0114] Symbol groups D and E are specific symbols that indicate a so-called "probability change win," which transitions the game state after the special game ends to a probability change state (high probability state). The probability change function, the change time reduction function, and the electric reel support function of the special symbols may be added, but only for the duration of the special symbol's spin count until a big win is not generated within the ST count, or until the next big win occurs within the ST count. For symbol group D, the prescribed number of rounds for the special game is 10 rounds, and the maximum opening time of the large prize slot 64 in one round is approximately 30 seconds. For symbol group E, the prescribed number of rounds for the special game is 5 rounds, and the maximum opening time of the large prize slot 64 in one round is approximately 30 seconds.
[0115] On the other hand, if the result of the win / loss lottery is a minor win, the symbol determination using the special symbol winning random number mentioned above is omitted, and the symbol "19" is uniquely assigned as the stopping symbol. Symbol group G (special electric activation symbol 2) is associated with this symbol "19". In the case of a minor win, it does not trigger a change in the game state (probability variation function, variation time reduction function, electric tuner support function) or the variation pattern selection state. Before and after the win / loss lottery, it is determined whether the termination conditions for the game state, such as the probability variation function, have been met, just as in the case where the winning result is a loss. If the termination conditions have not been met, the game state at the time it was determined to be a minor win is maintained. If the result of the win / loss lottery is a loss, the symbol "0" is uniquely assigned as the stopping symbol.
[0116] As described above, in this embodiment, there are three types of jackpots: 10R jackpot (10R with specific time-saving symbols), 5R jackpot (5R with specific time-saving symbols), and 2R jackpot (2R with specific time-saving symbols). The expected value of prize ball acquisition in special games is in the order of 10R jackpot > 5R jackpot > 2R jackpot. Therefore, below, the 10R jackpot will also be referred to as the "high-profit jackpot" with the highest expected value of prize ball acquisition, and the 2R jackpot will also be referred to as the "low-profit jackpot" with the lowest expected value of prize ball acquisition. Note that even with the same number of rounds played, if there is a mix of long-opening round games (30 seconds) and short-opening round games (1.8 seconds), the jackpot with more long-opening round games will be considered the "high-profit jackpot."
[0117] Specifically, special games may include those with a common number of rounds, such as standardizing the number of rounds to 10, but in which the type of round gameplay changes after a predetermined number of rounds. In this case, it may include special games consisting only of short-opening round games in which the opening time of the large prize slot 64 is relatively short, and special games that switch to long-opening round games in which the opening time of the large prize slot 64 is relatively long after a predetermined number of rounds, with the latter constituting a "high-profit jackpot." Even jackpots with the same number of rounds may be configured so that the actual profit, i.e., the expected value of prize ball acquisition, differs depending on the difference in the opening pattern of the large prize slot.
[0118] As can be seen from the explanation above, when a jackpot is won in the first special symbol lottery, there is a 50% chance that a 10R jackpot will be selected, whereas when a jackpot is won in the second special symbol lottery, there is a 75% chance that a 10R jackpot will be selected. This makes it advantageous for the player to enter the second start opening 62 rather than the first start opening 61, as it is more likely to result in winning more balls. The count (specified count) is the maximum number of balls that can be entered into the large prize opening 64 during round play.
[0119] The special symbol variation pattern determination means 143 shown in Figure 20 determines the variation pattern of the special symbol based on the special symbol variation pattern random value. Here, the special symbol variation pattern determination means 143 has multiple variation pattern tables that are referenced when selecting the variation pattern of the special symbol, as illustrated in Figures 24 and 25, which will be described later. Based on the current variation pattern selection state and the result of the win / loss lottery, the special symbol variation pattern determination means 143 selects one of these multiple variation pattern tables. The relationship between the variation pattern selection state and the variation pattern table will be described later. Each variation pattern table defines multiple variation patterns. In each figure, "selection rate" is shown for the sake of clarity, but in reality, a judgment value (range of random values) for determining the variation pattern is set according to the special symbol variation pattern random value, and the variation pattern is determined based on which judgment value the variation pattern random value belongs to. Each variation pattern has a defined variation time as the termination condition for that variation, and it is defined on the premise that a variation using decorative patterns composed of multiple patterns will also be executed during that variation time. In this embodiment, for the sake of explanation, only a few variation patterns are given as examples, but in reality, there are many more variation patterns.
[0120] Figure 24 shows an example of a variation pattern table for big wins and small wins. The top row (A1) is the normal variation pattern table, the middle row (A2) is the probability variation pattern table, and the bottom row (A3) is the special variation pattern table. In this embodiment, the selected variation pattern is set to differ depending on the variation pattern selection state, or even if the variation pattern selection state is the same, depending on the type of big win.
[0121] In the normal variation pattern table (A1), when the jackpot type is a 10R jackpot, variation pattern PX2 (normal reach A) or variation pattern PX3 (super reach A) is selected, and when it is a 5R jackpot, variation pattern PY2 (normal reach A) or variation pattern PY3 (super reach A) is selected. On the other hand, when it is a 2R jackpot or minor win, variation pattern PZ2 (normal reach A) or variation pattern PZ4 (super reach D) is selected. In this normal variation pattern table for jackpots and minor wins, non-reach type variation patterns are never selected, and when a jackpot or minor win occurs in the normal state, only reach type variation patterns can be selected.
[0122] In the probability variation pattern table (A2), if the type of jackpot is a 10R jackpot or a 5R jackpot, only variation pattern PX7 (Super Reach B) is selected. On the other hand, if it is a 2R jackpot or a minor jackpot, either variation pattern PZ6 (Normal Reach B) or variation pattern PZ8 (Super Reach D) is selected. In this probability variation pattern table for jackpots and minor jackpots, non-reach type variation patterns are never selected, and if a jackpot or minor jackpot occurs in the probability variation state of a special symbol, only reach type variation patterns can be selected.
[0123] In the special variation pattern table (A3), when the jackpot type is a 10R jackpot, only variation pattern PX9 (non-reach C) is selected, and when it is a 5R jackpot, only variation pattern PY10 (super reach C) is selected. On the other hand, when it is a 2R jackpot or a minor jackpot, only variation pattern PZ10 (super reach C) is selected. Here, variation pattern PX9 in the non-reach C mode is configured with an extremely short variation time (2 seconds), while variation patterns PY10 and PZ10 in the super reach C mode are configured with a relatively long variation time (120 seconds).
[0124] Figure 25 shows an example of a variation pattern table for losing. The upper row (B 1) is the normal variation pattern table, (B2) in the middle is the probability variation pattern table, and (B3) in the bottom is the special variation pattern table. In this embodiment, the variation pattern selected is set to differ depending on the variation pattern selection state and the number of reserved balls for the special symbols to activate.
[0125] The normal variation pattern table (B1) is intended to select the variation pattern for the first special symbol (because in normal gameplay, the variation of the first special symbol is the main focus). The normal variation pattern table (B1) selects one of the following: variation patterns PH1-1, PH1-2, PH1-3 corresponding to non-reach A; variation patterns PH1-4, PH1-5 corresponding to non-reach B; PH2 corresponding to normal reach A (N reach A); PH3 corresponding to super reach A (SP reach A); or PH4 corresponding to super reach D (SP reach D). In the normal variation pattern table (B1), variations of non-reach A are excluded from pre-reading, while variations other than non-reach A are included in the pre-reading.
[0126] In the standard variation pattern table (B1), the variation patterns PH1-4 and PH1-5 corresponding to non-reach B may have their selection rates changed depending on the number of reserved balls. Also, the variation patterns corresponding to the reach area (N reach A, SP reach A, SP reach D) are generally designed so that their selection rates do not change according to the number of reserved balls. However, in the case of low-expectation reach types such as N reach A, the selection rate may be changed according to the number of reserved balls. For example, when the number of reserved balls is small, lowering the selection rate of non-reach A and non-reach B and increasing the selection rate of N reach A will lengthen the variation time, thus avoiding situations where the variation display is not shown and suppressing a decline in enjoyment.
[0127] The probability variation pattern table (B2) is intended to select a variation pattern for the second special symbol (because in the probability variation state, the variation of the second special symbol is the main factor). In the probability variation pattern table (B2), one of the following will be selected: variation patterns PH5-1 or PH5-2 corresponding to non-reach B, PH6 corresponding to normal reach B (N reach B), PH7 corresponding to super reach B (SP reach B), or PH8 corresponding to super reach D (SP reach D). In the probability variation pattern table (B2), variations of non-reach B are excluded from the pre-reading, while variations other than non-reach B are included in the pre-reading.
[0128] In the special variation pattern table (B3), only variation pattern PH9 corresponding to non-reach C is selected. Here, variation pattern PH9 in the non-reach C form is configured with an extremely short variation time (2 seconds). In the special variation pattern table (B3), all are excluded from look-ahead.
[0129] As illustrated in Figure 25, when the result of the win / loss lottery is a loss, it is possible to set the system so that different variation pattern tables are selected according to the number of balls (0-4) that are held in reserve for the special symbol's activation. In other words, by using variation pattern tables corresponding to the number of balls held in reserve for the special symbol's activation, it is possible to increase the proportion of selection of relatively short variation times when there are many balls held in reserve, and conversely, increase the proportion of selection of relatively long variation times when there are few balls held in reserve. It is also possible to separate the variation pattern tables by type of special symbol. For example, when the electric reel support function is activated, such as in the probability variation state, it is easy to display the variation of the second special symbol, and as shown in Figure 23, if a jackpot with the second special symbol is more advantageous, it is possible to make the variation time of the first special symbol longer to create time to accumulate reserves for the second special symbol, which will be given priority in variation control.
[0130] For example, in Figure 25, in the probability variation pattern table (B2) which assumes the selection of a variation pattern for the second special symbol, the selection rate for all non-reach B (variation patterns PH5-1, PH5-2) is a constant 750 / 1000 regardless of the number of reserved symbols. However, when looking at the distribution of variation patterns PH5-1 and PH5-2 based on the number of reserved symbols, in situations where reserved symbols are accumulating ("reserved symbols 2→1", "reserved symbols 3→2", "reserved symbols 4→3"), variation pattern PH5-1 (5 seconds), which has a shorter variation time, is more likely to be selected, while in situations where reserved symbols are not accumulating ("reserved symbols 1→0"), variation pattern PH5-2 (10 seconds), which has a longer variation time, is more likely to be selected. According to this distribution, in a probability variation state where the second special symbol is consumed first, if the number of reserved second special symbols decreases, a longer variation time is more likely to be selected. This makes it easier to expect additional reserved second special symbols, and helps to prevent unfavorable situations where all reserved second special symbols are consumed and the consumption of reserved first special symbols begins.
[0131] After selecting a special symbol variation pattern determination means 143 instructs the performance control board 200 to start the variation of decorative symbols by generating performance control commands including special symbol variation pattern information (referred to as "variation pattern specification command"), performance control commands including information on special symbols (group of symbols) and game state (referred to as "symbol specification command"), and performance commands including information on the number of reserved symbols after the variation starts (referred to as "symbol memory count command") (hereinafter, these performance control commands are collectively referred to as "variation start command"), and storing them in the command storage area of the main information storage means 180.
[0132] The normal symbol lottery processing means 145 includes a normal symbol win / failure determination means 146, a normal symbol stop symbol determination means 147, and a normal symbol variation pattern determination means 148. When the normal symbol variation start condition is met, the normal symbol lottery processing means 145 reads the normal symbol win random value and the normal symbol variation pattern random value stored in the earliest memory area of the normal symbol hold storage area and stores them in the normal symbol win / failure determination area and the normal symbol variation pattern determination area of the main information storage means 180, respectively.
[0133] The normal symbol win / loss determination means 146 reads a normal symbol win random number from the normal symbol win / loss determination area of the main information storage means 180 and performs a win / loss determination, determining whether the result is a win or a loss. The result of this win / loss lottery is temporarily stored as a normal symbol determination flag in the main information storage means 180, used in subsequent processing, and then cleared when the normal symbol variation stops. The normal symbol win / loss determination means 146 holds a normal symbol win / loss lottery table that is referenced during this win / loss lottery. In the normal state (low probability state), the normal symbol win / loss determination means 146 references a normal symbol win / loss lottery table where, for example, there is a probability of winning of "160 / 283", while in the normal symbol probability variation state (high probability state), it references a normal symbol win / loss lottery table where, for example, there is a probability of winning of "282 / 283", thereby performing the normal symbol win / loss lottery.
[0134] In this embodiment, the normal symbol stop symbol determination means 147 refers to the symbol lottery table and selects a predetermined winning symbol if the result of the win / loss lottery is a win, and selects a predetermined losing symbol if it is a loss. If it is desired to have multiple control patterns for the normal electric mechanism, the normal symbol symbol lottery table can be designed to have multiple lottery results. Furthermore, even if the winning normal symbol is the same, the control pattern of the normal electric mechanism can be made different depending on whether the game state is in operation or not with the normal electric mechanism's opening extension function activated.
[0135] The normal symbol variation pattern determination means 148 reads a random value for the normal symbol variation pattern from the normal symbol variation pattern determination area of the main information storage means 180, and, referring to the normal symbol variation pattern table, selects a relatively long variation time for the normal symbol variation display in the normal state (for example, uniformly selecting one of seven types: "4 seconds, 5 seconds, 6 seconds, 7 seconds, 8 seconds, 9 seconds, 10 seconds"). On the other hand, in the normal symbol time-saving state (easy ball entry state), it selects a relatively short variation time (for example, "0.5 seconds").
[0136] If the result of the win / loss lottery is a jackpot, the special game control means 150 determines the demo performance time for the start demo performance and the end demo performance that will be displayed on the performance display device 70 or the like during the special game, according to the type of jackpot determined. The special game control means 150 generates a performance control command (referred to as the "jackpot start demo command") that instructs the performance control board 200 to execute the start demo performance and a performance control command (referred to as the "jackpot end demo command") that instructs the performance control board 200 to execute the end demo performance, and stores these in the command storage area of the main information storage means 180. The jackpot start demo command also serves as a trigger for the performance control board 200 to determine the content of the series of jackpot performances (start demo performance, round performance, and end demo performance) that unfold during the special game. Not limited to this embodiment, the demo performance time determined by the special game control means 150 can also be determined based on the game state at the time of the jackpot, in addition to the type of jackpot.
[0137] The special game control means 150 generates a performance control command (referred to as a "round performance specification command") for instructing the start of a round performance corresponding to each round game during the special game, and stores it in the command storage area of the main information storage means 180. This round performance specification command includes a round start command that includes information on the current round number transmitted at the start of the round, and a big prize entry valid entry command that causes the big prize entry performance to be executed based on the detection of the big prize entry switch 164 during the round game.
[0138] The special game control means 150 determines the duration of the demo performances related to the mini-win start demo performance and the mini-win end demo performance, which are displayed on the performance display device 70 or the like during the mini-win game, if the result of the win / loss lottery is a mini-win. The special game control means 150 generates a performance control command ("mini-win start demo command") that instructs the execution of the mini-win start demo performance and a performance control command ("mini-win end demo command") that instructs the execution of the mini-win end demo performance, and stores these in the command storage area of the main information storage means 180.
[0139] The symbol display control means 155 includes a special symbol display control means 156 and a normal symbol display control means 157. The special symbol display control means 156 causes the first special symbol to be displayed on the first special symbol display device 171 in a variable pattern (variation time) according to the variation pattern (variation time) of the first special symbol, and then displays the first special symbol in a fixed position after this variation display is completed. The special symbol display control means 156 causes the second special symbol to be displayed on the second special symbol display device 172 in a variable pattern (variation time) according to the variation pattern (variation time) of the second special symbol, and then displays the second special symbol in a fixed position after this variation display. The special symbol display control means 156 has a special symbol game timer for managing the time (variation time, fixed display time) related to the display of the first and second special symbols. The operating status of the first special symbol display device 171 and the second special symbol display device 172 is monitored based on the special symbol game status of the main information storage means 180. The special symbol display control means 156 generates a performance control command (referred to as a "swing stop command") to request the performance control board 200 to display the decorative symbol when the special symbol stops changing (that is, when the special symbol game timer is managing the swing time and its value becomes "0").
[0140] Meanwhile, the normal symbol display control means 157 causes the normal symbols to be displayed on the normal symbol display device 175 in a variable pattern (variation time) according to the variation pattern (variation time) of the normal symbols, and then displays the normal symbols in a confirmed position after the variation display. The normal symbol display control means 157 has a normal symbol game timer for managing the time (variation time, confirmed display time) related to the display of normal symbols. The operating status of the normal symbol display device 175 is monitored based on the normal symbol game status of the main information storage means 180.
[0141] The electric mechanism control means 160, when the result of the special symbol win / loss lottery is a jackpot, outputs a control signal to the special electric mechanism solenoid 124 as a special game process after the special symbol confirmation display, and opens the special electric mechanism 642 according to a predetermined operating pattern. The special game is Each opening and closing operation of the special electric mechanism 642 constitutes one round of gameplay, and this round of gameplay is executed continuously for a predetermined number of rounds (in this embodiment, 10R, 5R, 2R). The electric mechanism control means 160 holds a large prize opening counter for storing the number of times the special electric mechanism 642 has been operated (i.e., the number of rounds currently being executed). Here, if the type of jackpot is a so-called 10R jackpot (symbol group A, D) or a 5R jackpot (symbol group B, E), the large prize opening 64 is opened for a maximum of approximately 30 seconds in one round of gameplay. On the other hand, if the type of jackpot is a so-called 2R jackpot (symbol group C), the large prize opening 64 is opened for a maximum of approximately 1.8 seconds in one round of gameplay. Here, the closing condition of the large prize opening 64 in the special game (the condition for ending the round of gameplay) is the entry of a predetermined number of game balls or the elapsed of a predetermined period of time during which it can be opened.
[0142] If the result of the special symbol win / loss lottery is a minor win, the electric mechanism control means 160 outputs a control signal to the special electric mechanism solenoid 124 as a minor win game process after the special symbol is confirmed, causing the special electric mechanism 642 to open for a short period of time. A minor win game is a special game consisting of one round game and is distinguished from a major win game, which is a special game consisting of multiple round games. In particular, both minor win games and major win games are special games in which it is easy to win payouts based on the operation of the special electric mechanism 642, but they can be distinguished by whether or not the mechanism continuous operation device that enables the continuous operation of the special electric mechanism 642 is operating.
[0143] The electric mechanism control means 160, when it wins the lottery for the regular symbols, outputs a control signal to the regular electric mechanism solenoid 123 to open the regular electric mechanism 622 for a predetermined opening time. Here, in the normal state, the electric mechanism control means 160 opens the regular electric mechanism 622 for a very short time (for example, 0.2 seconds), whereas in the ball entry easy state (electric tuner support state), it opens the regular electric mechanism 622 for a relatively longer time (for example, 4 seconds) compared to the normal state.
[0144] The game state control means 169, when the result of the special symbol win / loss lottery is a jackpot, determines the game state after the special game ends based on the type of symbol group related to the jackpot, and also switches the game state after the special game ends. Hereinafter, of the various functions related to the special symbols and normal symbols mentioned above, 1) the game state in which the special symbol probability variation function, the special symbol variation time reduction function, and the electric reel support function are activated will be called the "probability variation state", 2) the game state in which only the special symbol variation time reduction function and the electric reel support function are activated will be called the "time reduction state", 3) the game state in which only the special symbol probability variation function is activated will be called the "latent probability variation state", and 4) the state in which none of the functions are activated will be called the "normal state". It should be noted that the "probability variation state", "time reduction state", and "latent probability variation state" are all game states that are more advantageous to the player compared to the "normal state".
[0145] In the following, each game state may be referred to as follows, based on the combination of the operating state of special symbol games (high probability / low probability) and the operating state of regular symbol games (electric reel support function activated / electric reel support function not activated): (1) the probability variation state is "high probability / high base", (2) the time reduction state is "low probability / high base", (3) the latent probability variation state is "high probability / low base", and (4) the normal state is "low probability / low base" ("base" refers to the number of prize balls awarded per number of balls fired, and when the electric reel support function is activated, it is referred to as "high base" because the operation of the regular electric mechanism makes it highly likely to win prize balls). In this embodiment, as an example, the game state after the end of a special game is a probability variation state that continues until the number of special symbol variations reaches a predetermined final number (i.e., the aforementioned ST number) counted from the end of the special game (however, if the next big win occurs within the ST number, the probability variation state ends with that variation, and at the end of the big win game, the game transitions again to the corresponding game state based on the type of big win and the big win symbol). Note that if a minor win occurs during the ST period, the ST number is not reset to 0, and the ST number continues to be counted before and after the minor win occurs. In this embodiment, the ST number is set to 100 as an example, but it may be set to any other number. Note that when transitioning to a probability variation state, the special symbol probability variation function, the special symbol variation time reduction function, and the electric reel support function are activated simultaneously, and each function continues as long as the probability variation state continues.
[0146] If the result of the special symbol draw is a jackpot, regardless of whether the game state before the jackpot was normal or in a probability variation state, the game will remain in the normal state during the special game and will uniformly enter a probability variation state up to the limit of the number of ST rounds after the special game. On the other hand, if the result of the special symbol draw is a minor win, if the game state before the minor win was normal, the game state during and after the minor win will also be normal. If the game state before the minor win was in a probability variation state for the special symbol, the game state during and after the minor win will also be in a probability variation state for the special symbol.
[0147] The game state control means 169, when the result of the win / loss lottery is a jackpot, determines the variation pattern selection state after the special game based on the type of jackpot (types of symbol groups A to E), and also switches the variation pattern selection state after the special game. The variation pattern selection state is one of the conditions referenced when selecting the variation pattern table mentioned above. The timing of switching the variation pattern selection state is when the special game ends or when the final number of times for the variation pattern selection state is reached. In this embodiment, there are three types of variation pattern selection states: "low probability normal variation state α", "high probability shortened variation state β", and "high probability special variation state γ". Here, the low probability normal variation state α is a state in which the variation pattern of the special symbols is determined by referring to the normal variation pattern table (A1 in Figure 24 and B1 in Figure 25) which is selected when the game state is a normal state (low probability state). High probability shortened variation state β is a state in which the variation pattern of the special symbols is determined by referring to the variation pattern table (A2 in Figure 24 and B2 in Figure 25) which is selected when the game state is a variation state of special symbols (excluding the limited period described below). High probability special variation state γ is a state in which the variation pattern of the special symbols is determined by referring to the special variation pattern table (A3 in Figure 24 and B3 in Figure 25) which is only allowed to be selected for a certain period immediately after the end of the special game (a period spanning the variation display of the number of symbol variations (4 times) corresponding to the maximum number of reserved balls for the operation of the second special symbol (4 balls): referred to as the "limited period"). In this embodiment, regardless of which of the symbol groups A to D is selected, the variation pattern selection state is as follows: (1) Immediately after the end of the special game, the state remains in the high-probability special variation state γ for a limited period of 4 symbol variations; (2) After the end of the limited period, and if the number of executions is within the ST count (100 times), the state remains in the high-probability shortened variation state β; (3) After the end of the ST count, i.e., from the 101st execution onwards, the state remains in the low-probability normal variation state α. Of course, the state remains in the low-probability normal variation state α until the first win occurs. The game state control means 169 generates a performance control command (referred to as the "game state specification command") that includes the current game state information and variation pattern selection state information, and stores it in the command storage area of the main information storage means 180.Furthermore, this embodiment is not limited to the present invention, and it is also possible to have multiple special fluctuation states γ so that different special fluctuation states can be referenced at different timings during the duration of a single fluctuation time reduction game state (for example, a special fluctuation state γ2 that is reached during one special symbol game after staying in special fluctuation state γ1 for four times after the end of a big win, and then staying in the reduced fluctuation state β for 95 times).
[0148] The error monitoring and control means 170 monitors the input information of the I / O port circuit 104 and checks magnetic detection signals from the magnetic sensor, open / short circuit power supply abnormality signals, radio wave detection signals from the radio wave sensor, door / frame open signals, etc., to determine whether the gaming machine is in an error state. If an error state is detected, it requests a performance control command ("error performance specification command") containing the error information to instruct the performance control board 200 to perform an error state performance. Although not all are shown in Figure 19, the door open switch is a detection means for detecting whether the glass frame 3 is open or not, the frame open switch (door open sensor 2p) is a detection means for detecting whether the front frame 4 is open or not, and the back set open switch is a detection means for detecting whether the back set board is open or not. The magnetic sensor and radio wave sensor are detection means for detecting fraudulent activity (so-called cheating).
[0149] The main information storage means 180 is configured to temporarily store information necessary for controlling the progress of the game, such as random value information acquired in special symbol games and normal symbol games, information on the operation and retention of special symbols and normal symbols, information on the game state (probability change state, time reduction state, easy ball entry state) related to special symbol games and normal symbol games, information on the variation pattern selection state, information on the result of the win / loss lottery (big win, small win, loss), information on the stop symbols and variation patterns related to special symbols and normal symbols, information on special games (number of rounds, opening time, opening mode (number of openings per round game)), status information indicating the operating state of the special symbol display devices 171 and 172, status information indicating the operating state of the special electric mechanism 642, and performance control command data, and is provided with a predetermined storage area for storing each piece of information.
[0150] The command transmission / reception means 190 is configured to transmit various performance control command data stored in the command storage area of the main information storage means 180 to the performance control board 200 using a parallel transmission method when a command transmission request is received. Each performance control command has a two-byte structure, including one byte of MODE data and one byte of EVENT data. To distinguish between the MODE data and the EVENT data, the 7th bit of the MODE data is set to "1" and the 7th bit of the EVENT data is set to "0". When transmitting this information as valid, a strobe signal is output for each of the MODE data and EVENT data.
[0151] The performance control board 200 can receive MODE data and EVENT data, respectively, upon receiving the strobe signal output in this manner. In principle, the performance control commands generated in each process are transmitted one command at a time during each interrupt period, according to the order in which they were set in the command storage area of the main information storage means 180, and MODE data and EVENT data are transmitted accordingly.
[0152] The setting change means 195 executes a "setting change process" to change the game settings. The setting change means 195 transitions to the setting change state described above when the front frame 4 is open (door open sensor 2p detects door open) and the setting key switch 100q is ON, and the power switch 600q is turned ON while the RAM clear switch 400q is pressed.
[0153] When the setting change state is activated, the setting change means 195 displays the setting value stored in the setting memory (for example, a part of the RAM storage area provided by the main control RAM 103) on the setting display unit 197. The setting display unit 197 displays the setting value using, for example, a 7-segment display provided on the main control board 100. At this time, the setting change means 195 changes the setting value displayed on the setting display unit 197 sequentially from "1" → "2" → "3" → "4" → "5" → "6" → "1" → ... in response to the pressing of a predetermined setting change button, and updates the setting value stored in the setting memory to the same value as displayed on the setting display unit 197. In this example, the RAM clear switch 400q is used as the setting change button, but other buttons may be used, or a dedicated button may be provided. When the setting key switch 100q is turned off, the setting change means 195 terminates the setting change state and turns off the setting display unit 197.
[0154] The setting confirmation means 196 executes a "setting confirmation process" to confirm the game settings. The setting confirmation means 196 executes a "setting confirmation process". When frame 4 is open (door open sensor 2p detects door open) and setting key switch 100q is ON, if the RAM clear switch 400q is not pressed and the power switch 600q is turned ON, the system will transition to the setting confirmation state described above.
[0155] When the setting confirmation state is reached, the setting confirmation means 196 displays the setting value stored in the setting memory on the setting display unit 197. However, unlike the setting change means 195 described above, the setting confirmation means 196 does not change the setting value displayed on the setting display unit 197, nor does it change the setting value stored in the setting memory, even if the setting change button (for example, the RAM clear switch 400q) is pressed. Then, when the setting key switch 100q is turned off, the setting confirmation means 196 terminates the setting confirmation state and turns off the setting display unit 197.
[0156] Furthermore, the setting value data managed in the setting memory may use numbers from "0" to "5" instead of the numbers "1" to "6". In this case, setting value "0" may correspond to setting 1, setting value "1" to setting 2, setting value "2" to setting 3, setting value "3" to setting 4, setting value "4" to setting 5, and setting value "5" to setting 6. By using "0" as the normal value for the setting value data, when a RAM error occurs and the setting value data is reset to the initial value "0", the system will no longer detect an error, thus simplifying the RAM reset process in case of an error. Additionally, when performing some kind of lottery using the setting value data, for example, when selecting different tables or data for each setting value in a pre-fetch process, there is the advantage of simplifying the offset processing for that selection. For example, when using "1" to "6" as the setting value data, additional processing such as subtracting 1 from the starting address is required when using these values directly as offset data for table or data selection. On the other hand, when using "0" to "5" as the setting value data, the numerical value of the setting value data can be used directly as the offset data. When using numerical values from "0" to "5" as the setting value data, the setting change means 195 and the setting confirmation means 196 may display the numerical value of the setting value data directly on the setting display unit 197, or they may display a value obtained by adding +1 to the numerical value of the setting value data on the setting display unit 197. In the latter case, the numerical data from "0" to "5" is converted to the numerical values of setting 1 to setting 6 in the game settings and displayed, making it easier for the administrator of the game machine to understand.
[0157] Figure 21 is a functional block diagram showing an example of the functions of the performance control board 200 in the gaming machine according to this embodiment. The performance control board 200 includes a performance lottery random number generation means 210, a performance management means 220, a lamp performance control means 230, a special effect performance control means 240, an error performance control means 250, a performance control information storage means 260, and a command transmission / reception means 270. Each of the above means in the performance control board 200 is a functional representation of what is composed of hardware such as a performance control CPU 201, a performance control ROM 202, a performance control RAM 203, and electronic circuits arranged on the performance control board 200, and software such as a control program stored in the performance control ROM 202.
[0158] The performance lottery random number generation means 210 is equipped with a random number counter for generating various software random numbers (performance lottery random numbers) through program processing of the performance control CPU 201. These random number counters play the role of a random number generation means that generates random numbers in software. These software random numbers include pre-announcement lottery random numbers used for the lottery of whether or not to execute a pre-announcement performance, pre-announcement pattern random numbers used for selecting a pre-announcement pattern, decorative symbol random numbers used for selecting the stop symbols of decorative symbols, variable performance pattern random numbers used for selecting the variable performance pattern of decorative symbols, announcement performance pattern random numbers used for selecting an announcement performance pattern, jackpot performance pattern random numbers used for selecting a jackpot performance pattern, consecutive performance lottery random numbers used for the lottery of whether or not to execute a consecutive performance within the held balls, and consecutive performance pattern random numbers used for selecting the consecutive performance pattern of the consecutive performance within the held balls. The timing for updating these random numbers is to use the remaining time when command analysis is not performed in the performance control side main processing described later. For convenience, names have been assigned to the random numbers used in each draw, but they may also share a common random number.
[0159] The performance control means 220 includes a performance mode control means 221, a hold information display control means 222, a pre-announcement control means 223, a decorative pattern determination means 224, a variation performance determination means 225, an announcement performance determination means 226, and a jackpot performance determination means 227.
[0160] The hold information display control means 222 has a first hold ball counter for counting the number of balls that are held for activation of the first special symbol, and a second hold ball counter for counting the number of balls that are held for activation of the second special symbol. When the hold information display control means 222 receives a symbol memory count command from the main control board 100, it updates the values of the first hold ball counter and the second hold ball counter based on the information on the number of balls that are held for activation included in this symbol memory count command. Then, based on the values of the first hold ball counter and the second hold ball counter, the hold information display control means 222 controls the hold display section of the performance display device 70 to display a number of hold images corresponding to the number of balls that are held for activation of the first special symbol, and a number of hold images corresponding to the number of balls that are held for activation of the second special symbol. In the normal display mode, when a special symbol is activated and held ball is generated, a white held image is displayed. However, when the held change pre-announcement effect described below is performed, the held image that is the target of the pre-announcement can change from the normal display mode (display color) of "white" to one of the special display modes (display colors) of "blue," "green," "red," or "rainbow." The above four types of special display modes are related to the reliability of the lottery result being a jackpot (referred to as "jackpot reliability"), and the jackpot reliability is set to increase by one level in the order of "blue," "green," "red," and "rainbow." In this embodiment, when the held image changes to "rainbow," a jackpot is confirmed for the activated and held ball that is the target of the pre-announcement. Note that in the held change pre-announcement effect, the change in the display mode of the held image may be expressed by shape, pattern, etc., instead of display color.
[0161] The pre-announcement control means 223, upon receiving a pre-determination command from the main control board 100, determines by lottery whether or not to execute the pre-announcement. The pre-announcement control means 223 distinguishes between the information of the pre-determination result for the first special symbol and the information of the pre-determination result for the second special symbol, and temporarily stores up to a predetermined upper limit (4) of each in the pre-announcement information storage area of the performance control information storage means 260 so as to be linked with the order in which the activated reserve balls enter. This pre-announcement information storage area has the same configuration as the reserve storage area of the main control board 100, and reserve 1 storage area (first reserve storage area), reserve 2 storage area (second reserve storage area), reserve 3 storage area (third reserve storage area), and reserve 4 storage area (fourth reserve storage area) are provided according to the order in which the balls enter each start opening 61, 62. Each reserve storage area can store information of the win / fail pre-determination result, the symbol pre-determination result, and the variation pattern pre-determination result as a set.
[0162] When the pre-announcement control means 223 determines whether or not to execute a pre-announcement, it performs a pre-announcement determination (also referred to as "pre-announcement determination") on the operational reserve ball that is the target of this pre-announcement, based on the prior determination result from the main control board 100. In this embodiment, in addition to the reserve change pre-announcement described above, the pre-announcement includes a so-called continuous announcement effect that predicts the possibility of winning a jackpot or the occurrence of a reach effect over a series of consecutive fluctuations of decorative symbols. If it is determined that the pre-announcement effect (continuous announcement effect) can be executed, the pre-determination command information from the main control board 100 (result of prior determination) and the symbol memory count command information (number of existing operational reserve balls) are analyzed, and a pre-announcement effect pattern over a series of consecutive fluctuations is determined by lottery for the operational reserve ball that will trigger the occurrence of this pre-announcement effect (referred to as "trigger reserve"). There are various variations of the pre-announcement, such as the reserve change pre-announcement effect, the chance symbol pre-announcement effect, and the background change pre-announcement effect. Another type of pre-announcement is the presence of a reserve ball that suggests or notifies the possibility of a winning combination occurring during a winning game or when a variation that leads to a winning combination is being executed.
[0163] Figure 26 shows an example of a variation pattern pre-read determination table. The variation pattern pre-read determination table exemplified in Figure 26 is a determination table used in the pre-read determination by the pre-read notification control means 223, and the type of pre-read (A to D) is selected based on the variation pattern of each variation determined using the special symbol variation pattern table shown in Figure 25, etc.
[0164] According to Figure 26, Pre-read type A (non-pre-read) is selected from the fluctuation patterns that are not subject to pre-reading (according to Figure 25, fluctuation patterns PH1-1, PH1-2, PH1-3, PH5-1, PH5-2). If pre-read type A is selected, the pre-reading effect targeting that fluctuation will not be executed.
[0165] Here, in the normal variation pattern table (B1) of Figure 25, the selection rate of non-reach A, which is excluded from pre-reading, is 750 / 1000 when the variation patterns PH1-1, PH1-2, and PH1-3 are totaled, regardless of the number of reserved balls, and this matches the selection rate of pre-reading type A in Figure 26. In other words, in this example, if the variation pattern of non-reach A is determined during normal play (first special symbol), the pre-reading effect for that variation is never executed, and the pre-reading judgment result is always ID=0. Also, in the normal variation pattern table (B1) of Figure 25, only non-reach A is set so that the selection rate of the variation pattern changes depending on the number of reserved balls. From this, it can be said that in this example, within the range of random values in which a variation pattern whose selection rate depends on the number of reserved balls is selected, the pre-reading judgment result is always ID=0.
[0166] Pre-read type B (weak pre-read) is selected from the variation patterns determined for non-reach (variation patterns PH1-4, PH1-5) that are pre-read targets during normal play, or for N-reach (variation pattern PH6) during probability variation. When pre-read type B is selected, a predetermined (or arbitrary) pre-read effect with a low expectation level is executed for that variation.
[0167] Pre-read type C (medium pre-read) is selected from the variation patterns determined during normal N-reach (variation pattern PH2) or during probability variation N-reach B or SP-reach B (variation patterns PH6, PH7). When pre-read type C is selected, a predetermined (or arbitrary) pre-read effect with a moderate level of expectation is executed for that variation.
[0168] Pre-read type D (strong pre-read) is selected from the variation patterns determined during normal SP reach or higher (variation patterns PH3, PH4), or during probability variation SP reach D (variation pattern PH8). When pre-read type D is selected, a predetermined (or arbitrary) pre-read effect with a high expectation level is executed for that variation. It should be noted that configuring pre-read effects with different expectation levels to be executed depending on pre-read types B, C, and D can be done by changing the lottery table for pre-read effects according to the ID of the pre-read judgment result in the main control board 100, or by changing to a higher-ranking pre-read effect than the one that was won using the same table.
[0169] In the above example, the variation pattern pre-reading judgment table in Figure 26 is shown as a common table for normal and probability variation modes, but this embodiment is not limited to this, and different tables may be prepared for normal and probability variation modes, or different tables may be prepared for the first special symbol and the second special symbol. Furthermore, a table may be prepared for pre-reading regarding the variation addition patterns described later.
[0170] The performance mode control means 221 controls the game state based on the game state specification command from the main control board 100. The transition control of the performance mode is performed to ensure consistency with the game state and variation pattern selection state managed on the 100 side. In this embodiment, there are three types of performance modes: normal performance mode α, probability variation performance mode β, and special performance mode γ. Even if the variation pattern of the special symbols instructed from the main control board 100 is the same, the variation performance pattern (details described later) that specifies the specific content of the symbol variation performance is set to be different for each performance mode. The performance display device 70 displays a performance mode notification image corresponding to the currently active performance mode (in this embodiment, a background image that is displayed behind the decorative symbols). Since these background images are set to be different for each performance mode, the player can recognize which performance mode is currently active from the type of background image.
[0171] The following outlines each performance mode. First, the normal performance mode α is set when the low-probability normal variation state α is selected as the variation pattern selection state on the main control board 100, and the "normal background" is displayed as the background image. The probability variation performance mode β is set when the high-probability shortened variation state β is selected as the variation pattern selection state on the main control board 100, and the "probability variation background" is displayed as the background image. The special performance mode γ is set when the high-probability special variation state γ is selected as the variation pattern selection state on the main control board 100. This special performance mode is limited to a period of four times immediately after the end of the special game (limited period), and after this limited period, it transitions to probability variation performance mode β. If a consecutive win performance occurs within the reserve during the special game, the "special background" is displayed as the background image. On the other hand, if a consecutive win performance does not occur within the reserve during the special game, that is, if a continuous variation performance is not executed, the "probability variation background," which is the same as the probability variation performance mode, is displayed as the background image.
[0172] The decorative pattern determination means 224 determines the final stop pattern combination (left pattern, middle pattern, right pattern) of the decorative patterns by lottery, based on the information (variation pattern information, character performance number information) included in the variation start command from the main control board 100. In this embodiment, three pattern sequences containing multiple types of decorative patterns are configured. These decorative patterns are formed by identification elements consisting of numbers or letters, for example. In this embodiment, a total of 10 types of identification elements are set, such as the numbers "1" to "9" and the letter "S". Each decorative pattern is displayed in the left display area, middle display area, and right display area in the order of "1" → "2" → "3" → ... → "8" → "9" → "S" according to the arrangement of the pattern sequences.
[0173] The decorative symbol determination means 224 holds multiple types of stop symbol pattern tables that are referenced when determining the combination of stop symbols for decorative symbols (also called "stop symbol patterns") by lottery. These multiple types of tables include a stop symbol pattern table for big wins, a stop symbol pattern table for small wins, a stop symbol pattern table for near misses, and a stop symbol pattern table for non-near misses. The stop symbols for decorative symbols are formed as a combination of three symbols, and include "stop symbols indicating a big win (big win symbols)" and "stop symbols indicating a miss (miss symbols)". The big win symbols indicating a specific big win (probability-changing big win) are combinations of stop patterns in which three symbols of the same odd number are lined up (for example, "7·7·7"). The big win symbols indicating a normal big win (non-probability-changing big win) are combinations of stop patterns in which three symbols of the same even number are lined up (for example, "2·2·2"). A losing combination of symbols is one in which at least one of the three symbols is a different number from the others (for example, "1, 3, 8"). Among the losing combinations, a losing combination that does not result in a reach is one in which the left and right symbols match, but the middle symbol is shifted by a few frames forward or backward (for example, "3, 1, 3"). In addition, for "small win symbols" or even for big win symbols, such as 2R big win symbols, there may be predetermined combinations of symbols such as "3, 5, 7". In this embodiment, "S, S, S" is provided as a special big win symbol to definitively notify of consecutive wins within the reserve. When it is decided to perform a continuous win animation within the held state, the decorative pattern determination means 224 replaces the normal jackpot symbols (such as "3-3-3") with special jackpot symbols ("S-S-S").
[0174] The variation performance determination means 225 determines a variation performance pattern that defines the variation process (performance process) from the start to the stop of the variation in the variation display of decorative symbols, based on the information (variation pattern information) included in the variation start command from the main control board 100. In this embodiment, the symbol variation performance (reach performance) performed after the reach display includes a reach performance with simple performance content (normal reach performance) and a reach performance where the performance content develops midway (super reach performance). The variation performance determination means 225 holds multiple types of variation performance pattern tables that are referenced when selecting a variation performance pattern, and selects a variation performance pattern table corresponding to the variation pattern (variation time) of the special symbols from among these multiple types of variation performance pattern tables. In the variation performance pattern table, the random value of the variation performance pattern and the variation performance pattern are associated according to the result of the variation pattern lottery for the special symbols (i.e., the reach type). Here, the main control board 100 defines basic patterns of symbol variation as variation patterns (for example, "Normal Reach A", "Super Reach A", etc.), while the performance control board 200 defines detailed patterns of symbol variation as variation performance patterns, which are based on the basic patterns and define in detail the scenario of the performance display process (for example, "Normal Reach A1, A2, A3...", "Super Reach A1, A2, A3...", etc.). In this way, the variation performance patterns of decorative symbols define the manner in which the variation of decorative symbols is displayed, that is, the scenario of the series of performance display processes from the start to the end of the variation of decorative symbols, and the timing of when to generate a pre-announcement performance at each stage of the display process is also defined as a time schedule. The stopping order for stopping the decorative symbols is predetermined for each variation performance pattern, and in this embodiment, as a general rule, they are stopped in the order of left symbol → right symbol → middle symbol. However, in the case of a short-duration variation pattern, the left, middle, and right symbols may stop almost simultaneously, and in the case of a specific variation pattern, the symbols may stop in the order of left → middle → right. In this case, if the stopping order is not the principle described above (left symbol → right symbol → middle symbol), the probability of winning a jackpot tends to be relatively higher.
[0175] The pre-announcement performance determination means 226 determines a pre-announcement performance pattern that defines the content of the pre-announcement performance executed at each stage of the variation process of the decorative pattern in accordance with the scenario of the above-described variation performance pattern. The pre-announcement performance pattern includes a performance pattern that temporarily or gradually displays images such as images of specific characters, animations, etc., a performance pattern that outputs specific sounds, a performance pattern that operates movable props, and the like. The pre-announcement performance is executed in parallel with the variation display of the decorative pattern, and pre-announcement suggests that the probability of the pattern variation stopping in the big win mode is high. The pre-announcement performance includes a pre-announcement performance executed before the reach state occurs (including when the reach occurs) in the variation process of the decorative pattern, and a pre-announcement performance executed after the reach state occurs. The pre-announcement performances have different big win reliabilities. Basically, the pre-announcement performance displayed after the reach occurs has a relatively higher big win reliability than the pre-announcement performance displayed before the reach occurs. The pre-announcement performance determination means 226 holds pre-announcement performance pattern tables referred to when selecting a pre-announcement performance pattern for each type of pre-announcement performance, and selects a pre-announcement performance pattern table corresponding to the type of pre-announcement performance that occurs in accordance with the scenario of the variation performance pattern. The pre-announcement performance determination means 226 refers to the pre-announcement performance pattern table selected above, and selects one from among a plurality of types of pre-announcement performance patterns by lottery based on the pre-announcement performance pattern random number value obtained from the performance lottery random number generation means 210. Note that specific types of pre-announcement performance patterns include a comment pre-announcement performance pattern, a background pre-announcement performance pattern, an SU (step-up) pre-announcement performance pattern, a group pre-announcement performance pattern, a cut-in pre-announcement performance pattern, a prop movement pre-announcement performance pattern, etc. This pre-announcement performance is basically performed by executing one or more pre-announcement performances in accordance with the variation display of the decorative pattern on the performance display device 70. Therefore, even for the variation display of the decorative pattern by the same variation performance pattern, it is possible to generate various performance modes by combining one or more pre-announcement performances.
[0176] The jackpot effect determination means 227 determines the content (jackpot effect pattern) of the jackpot effect that notifies that it is during a special game. The jackpot effect includes a start demo effect that notifies the start of the special game, a round effect that notifies that it is during the round game, and an end demo effect that notifies the end of the special game. When the jackpot start demo command is received from the main control board 100, the jackpot effect determination means 227 determines the jackpot effect pattern (start demo effect pattern, round effect pattern, end demo effect pattern) based on information such as the jackpot type information stored in the effect control information storage means 260. In this jackpot effect pattern, according to the jackpot type, the jackpot start demo effect time, the round effect time (the effect time according to the opening pattern of the big winning opening 64), and the jackpot end demo effect time are set, and a series of effect contents are set along the time axis. The jackpot effect determination means 227 executes the start demo effect when receiving the jackpot start demo command from the main control board 100 according to the jackpot effect pattern, executes each round effect when receiving the round effect designation command, and executes the end demo effect when receiving the jackpot end demo command.
[0177] Here, in the normal jackpot start demo effect, for example, the characters "Jackpot Start" are displayed on the screen to announce the start of the special game. In the normal round effect, for example, the current round number and the number of acquired prize balls on the screen are displayed, and various images (animation images, etc.) that enliven the special game are displayed. In the normal jackpot end demo effect, for example, the characters "Jackpot End" are displayed on the screen to announce the end of the special game.
[0178] As described above, the effect overall control means 220 generates image control commands related to images and sounds based on the determined effect contents (pre-reading effect pattern, consecutive win effect pattern, variable effect pattern, notice effect pattern, stopped symbol pattern, jackpot effect pattern, etc.), and stores these in the command storage area of the effect control information storage means 260.
[0179] The lamp effect control means 230 controls the lighting and emission color of the effect lamps according to the effect content set by the overall effect control means 220. The lamp effect control means 230 holds a plurality of types of lamp data (lamp pattern data) for controlling the lighting of the effect lamps 10 and 25 (frame lamps 10 and panel lamps 25), reads out the lamp data corresponding to the determined effect pattern, and transmits this lamp control signal (lamp data) to the lamp connection board 91.
[0180] The accessory effect control means 240 controls the driving of each movable accessory according to the effect content set by the overall effect control means 220. The accessory effect control means 240 holds a plurality of types of drive data for controlling the driving of the movable accessory, and transmits a drive control signal (drive data) corresponding to the determined effect pattern to the motor driver 92.
[0181] When the error effect control means 250 receives an error effect designation command from the main control board 100, it determines an error effect pattern and is configured to notify the gaming machine that an error state has occurred according to the error effect pattern.
[0182] The effect control information storage means 260 is configured to temporarily store information such as pattern information, variable effect pattern information, preview effect pattern information, and control command information, and has a predetermined storage area for storing each piece of information. For example, the command storage area includes an effect control command buffer for storing effect control commands from the main control board 100, an image control command buffer for storing image control commands to the image control board 300, and an ACK command buffer for storing ACK commands from the image control board 300. Each command buffer is composed of a ring buffer, and can store a predetermined number of effect control commands, image control commands, and ACK commands respectively.
[0183] The command transmission / reception means 270 receives the production control command transmitted from the main control board 100 upon receiving the strobe signal output together therewith, and is configured to store this production control command in the production control command buffer. Specifically, the command transmission / reception means 270 executes the reception interrupt processing of the production control command in response to the interrupt generated when the strobe signal from the main control board 100 is input, and acquires various production control commands in this reception interrupt processing. The details of this reception interrupt processing of the production control command will be described later. Note that when the command transmission / reception means 270 receives the strobe signal, it executes the reception interrupt processing of this production control command preferentially over other interrupt processing.
[0184] The command transmission / reception means 270 transmits, as an example, the image control command stored in the production control information storage means 260 to the image control board 300 using the serial communication method in order to instruct the execution of the production content (variable production pattern information, preview production pattern information, decorative pattern information, etc.) set by the production management means 220. The image control command is generally transmitted at a predetermined cycle (500 μs in this embodiment) in accordance with the order set in the command storage area of the production control information storage means 260.
[0185] Thereby, the image control board 300 analyzes various image control commands transmitted from the production control board 200, variably displays a production image including a decorative pattern on the production display device 70 along the scenario of the variable production pattern, and displays a preview production superimposed on the production of the pattern variation at each stage of the variable display process. Further, the command transmission / reception means 270 receives the ACK command transmitted from the image control board 300 and stores this ACK command in the ACK command buffer.
[0186] <Processing on the main control board side> FIGS. 27 to 48 are flowcharts showing an example of the procedure of the operation processing in the main control board 100. The operation processing on the main control board 100 side mainly includes the main control side main processing and the main control side timer interrupt processing.
[0187] <Main Control Side Main Processing> Figures 27, 28, and 29 are flowcharts illustrating examples of main control side processing performed on the main control board 100. In this main control side processing, after a security check of the main control CPU 101 is performed by a reset when the power is turned on, the main control program is started, and processing is executed by this main control program. Note that in the following explanation, the main body of each process may be omitted as appropriate.
[0188] First, as an initial setting required when power is turned on, the starting address is set in the stack pointer as the initial value of the stack area (step S1), and permission to access the main control RAM 103 is granted (step S2). Next, a vector table containing the starting address of the main control program to be processed when a timer interrupt occurs is set (step S3), and initial values are set in the built-in registers of the main control CPU 101 (step S4).
[0189] Next, the main control CPU 101 checks the operating state of the setting key switch 100q (step S5). If the setting key switch 100q is ON (YES in step S5), it checks the operating state of the RAM clear switch 400q (step S6). If the RAM clear switch 400q is ON in step S6 (YES in step S6), it executes the setting change process (step S7). Details of the setting change process will be described later with reference to Figure 30, but after the completion of the setting change process, the process proceeds to step S13. On the other hand, if the RAM clear switch 400q is OFF in step S6 (NO in step S6), it executes the setting confirmation process (step S8). Details of the setting confirmation process will be described later with reference to Figure 31, but after the completion of the setting confirmation process, the process proceeds to step S10.
[0190] If the setting key switch 100q is in the OFF state in step S5 (NO in step S5), the main control CPU 101 checks the operation status of the RAM clear switch 400q (step S9). If the RAM clear switch 400q is in the ON state in step S9 (YES in step S9), the system proceeds to step S13 to perform a normal RAM clear process that does not involve changing settings. On the other hand, if the RAM clear switch 400q is in the OFF state in step S9 (NO in step S6), the system proceeds to step S10 without performing any special processing.
[0191] In step S10, the main control CPU 101 reads the value of the power outage information flag and determines whether or not information indicating a normal power outage has been saved (step S10).
[0192] If information indicating a normal power outage is stored, a checksum is calculated for a predetermined area of the main control RAM 103 (step S11). It is then determined whether this checksum is 0 or not, i.e., whether the checksum is normal or not (step S12). Note that the checksum calculated here at power-on includes the complement of the checksum calculated in the power-out processing described later, so if the backup is successful, the checksum at power-on will be "0". In this way, it is determined at power-on whether the information stored in the main control RAM 103 before the power outage has been properly backed up.
[0193] If the checksum is normal in step S12 (YES in step S12), the system proceeds to step S16, described later, to restore the state before the power was cut off. On the other hand, if the checksum is abnormal in step S12 (NO in step S12), or after the setting change process in step S7 is completed, the entire area of the main control RAM 103 that is subject to the initialization process is reset to zero (step S13). Note that in the initialization process of step S13, certain RAM memory areas are not reset to zero. For example, the setting values stored in the setting memory are not cleared, and the setting values set in the setting change process of step S7 are retained as they are.
[0194] Next, the initialization data for power-on is set in the main control RAM 103 (step S14). Then, in order to initialize the effect display device 70, the effect lamps 10 and 25, an effect control command ("effect initial command") is requested to the effect control board 200 (step S15).
[0195] Next, in the power-off recovery setting process, the following are performed in order in the main control RAM 103: setting of power-on normal information, initial settings of various errors, and initial settings of communication with the payout control board 400 (step S16). Here, as for setting the power-on normal information, in order to save that the power-on was performed correctly, power-on normal data is stored in the power-off information flag, and the power-off confirmation flag is turned off to initialize the information that a power-off has occurred. Next, the data transfer source address, data transfer destination address, and number of bytes to be transferred are set, and the data of the number of bytes to be transferred is transferred (step S17). The value of the special symbol game status at the time of power-off is read, and the power-off recovery process related to the special symbol game is executed (step S18).
[0196] Next, a request is made to send a performance control command ("power outage recovery command") for when the power is restored between the main control board 100 and the performance control board 200 (step S19). This power outage recovery command includes information regarding the inspection of the communication line, the operating status of the special symbols, the number of probability fluctuations, the number of time reductions, the number of times the ball entry is easy, the fluctuation pattern selection status, and the error status. Any unsent command requests from before the power outage are cleared. Next, in the symbol memory count command request processing, the information on the number of balls held in operation for the first special symbol and the second special symbol at the time of the power outage is read, and a performance control command including this information on the number of balls held in operation is requested (step S20).
[0197] Next, a reset setting is performed to return the regular electric mechanism 622 to its state before the power was cut off (for example, with the second start opening 62 open) (step S21). Furthermore, a reset setting is performed to return the special electric mechanism 642 to its state before the power was cut off (for example, with the big prize opening 64 open) (step S22). Next, the value of the special symbol mode flag is read and the operating state of the special symbol probability variation function when the power is cut off is set (step S23). The special symbol mode flag is a flag used to set the operating probability (high probability or low probability) of special symbol gameplay. Next, in order to activate the timer interrupt, a predetermined count value is set as the initial setting of the above CTC circuit and a timer interrupt is generated every 4ms (step S24). Next, interrupt disabling is set to prevent the occurrence of timer interrupt processing (step S25). As preparation for restarting the watchdog timer, clear word 1 ("55H") is set (step S26).
[0198] Next, to determine if a power outage has occurred, the value of the power outage confirmation flag is read to determine whether or not a power outage has occurred (step S27). If no power outage has occurred, the initial random number update process is executed (step S28). In this initial random number update process, the initial random number for normal symbols, the software initial random number for special symbols, and the initial random number for special symbols are updated. Specifically, the value of each counter is incremented by 1, and if the value exceeds the maximum value determined for each random number, it is reset to the minimum value of "0".
[0199] Next, interrupt permission is set to allow timer interrupt processing (step S29), and the process returns to the interrupt prohibition process (step S25) as described above, and the loop processing from steps S25 to S29 is repeatedly executed. Here, timer interrupt processing is executed periodically at predetermined intervals, but the remaining time between the completion of the previous interrupt processing and the occurrence of the next interrupt processing is used to repeat the processing from steps S25 to S29. If an interrupt request is made while interrupts are prohibited, the timer interrupt processing will be started when interrupt permission is set in step S29. On the other hand, if the power outage confirmation flag is on in step S27, that is, if a power outage has occurred, the process proceeds to step S30 and the power outage processing described below is executed.
[0200] Next, as part of the power outage processing (steps S30-S36), first, clear word 2 ("AAH") is set to restart the watchdog timer (step S30). Next, it is determined whether the content of the power outage information flag is normal power-on data (step S31). If it is normal power-on information, normal power outage data is set to the power outage information flag (step S32). On the other hand, if it is not normal power-on information, abnormal power outage data is set to the power outage information flag (step S33), and the process proceeds to step S36.
[0201] Next, a checksum is calculated for a predetermined area of the main control RAM 103 (excluding the checksum area) (step S34). A complement is calculated for the checksum data, and the result of this complement is set in the checksum area of the main control RAM 103 (step S35). Next, access to the main control RAM 103 is disabled (step S36), and the process is repeated until the power is cut off.
[0202] <Configuration Change Process> Figure 30 is a flowchart showing an example of the configuration change process. The series of processes illustrated in Figure 30 is a detailed explanation of the configuration change process in step S107 in Figure 27, and is executed by the main control CPU 101 (main control program).
[0203] According to Figure 30, first, The main control CPU 101 checks whether the value in the setting memory where the game setting value should be stored is normal (step S101). If the setting memory value is not normal in step S101 (NO in S101), the setting value is initialized to the initial value (S102). Specifically, for example, if "1" to "6" is used as the setting value data, "1" is set as the initial value, and if "0" to "5" is used as the setting value data, "0" is set as the initial value. After processing in step S102, the process proceeds to step S103. On the other hand, if the setting memory value is normal in step S101 (YES in S101), the process in step S102 is skipped and the process proceeds to step S103.
[0204] In step S103, the system transitions to the setting change state. Then, the setting value stored in the setting memory is displayed on the setting display unit 197 (step S104).
[0205] Next, it is checked whether a setting change operation has been performed using the setting change button (for example, the RAM clear switch 400q) (step S105). If a setting change operation has been performed using the setting change button (YES in step S105), the setting value displayed on the setting display unit 197 is updated, and the setting value stored in the setting memory is also updated (step S106). If no setting change operation has been performed using the setting change button (NO in step S105), the process in step S106 is skipped.
[0206] Next, it is checked whether the setting key switch 100q is in the off state (step S107). If the setting key switch 100q remains in the on state after determining NO in step S5 in Figure 27 (NO in step S107), the process is repeated, returning to step S104. On the other hand, if the setting key is returned to its original position and the setting key switch 100q is in the off state (YES in step S107), the setting display unit 197 is turned off so that the setting value cannot be seen (hidden) (step S108), and the process returns. As mentioned above, after returning, the process in step S13 in Figure 27 is performed.
[0207] <Configuration Confirmation Process> Figure 31 is a flowchart showing an example of the configuration confirmation process. The series of processes illustrated in Figure 31 is a detailed explanation of the configuration confirmation process in step S108 in Figure 27, and is executed by the main control CPU 101 (main control program).
[0208] According to Figure 31, first, the main control CPU 101 displays the setting value stored in the setting memory on the setting display unit 197 (step S111).
[0209] Subsequently, the main control CPU 101 checks whether the setting key switch 100q is in the off state (step S112). If the setting key switch 100q remains in the on state after determining NO in step S5 of Figure 27 (NO in step S112), the process returns to step S111 and is repeated, continuing to display the setting value. On the other hand, if the setting key is returned to its original position and the setting key switch 100q is in the off state (YES in step S112), the setting display unit 197 is turned off so that the setting value cannot be seen (hidden) (step S113), and the system returns. As mentioned above, after returning, the process in step S10 of Figure 27 is performed.
[0210] In this embodiment of the gaming machine, a first step, frame opening, is included as a condition for transitioning to the aforementioned setting change process and setting confirmation process in order to enhance security. Therefore, although not shown in Figure 27, when determining the operation state of the setting key switch 100q in step S5, if it is determined to be in the ON state (YES in step S5), the state of the frame opening switch (door open sensor 2p) is also checked, and the process proceeds to step S6 only if the frame is in the open state (door open). Even if the setting key switch 100q is in the ON state when determining in step S5, if the frame is not in the open state (door closed), it is a state where fraud or abnormality is suspected, so the process does not proceed to step S6, which leads to the setting change process (step S7) or the setting confirmation process (step S8), but waits until the setting key switch 100q is in the OFF state, and when it switches to the OFF state, the process proceeds to step S9.
[0211] <Main Control Timer Interrupt Processing> Next, the relationships between the figures used to explain the main control timer interrupt processing will be described. First, Figures 32 and 33 are flowcharts showing examples of timer interrupt processing executed on the main control board 100, respectively. Figures 34 and 35 are flowcharts showing the details of the start gate monitoring control processing shown in Figure 32, respectively. Figure 36 is a flowchart showing the details of the special symbol variation start monitoring control processing shown in Figure 33, and Figures 37 and 38 are flowcharts showing the details of the special symbol variation start monitoring processing shown in Figure 36, respectively. Figure 39 is a flowchart showing the details of the special symbol control processing shown in Figure 33. Figure 40 is a flowchart showing the details of the special symbol control general processing shown in Figure 39. Figures 41 to 45 are flowcharts showing the details of the special symbol variation start processing, special symbol variation in progress processing, and special symbol stop symbol display processing shown in Figure 40, respectively. Figures 46 to 48 are flowcharts showing the details of the special electric mechanism control processing shown in Figure 33, respectively.
[0212] First, the timer interrupt processing shown in Figure 32 is executed by interrupting the main control side main processing when a timer interrupt occurs in response to a clock pulse from the aforementioned CTC circuit at regular intervals (e.g., 4ms). Note that the terms "condition device" and "continuous feature operation device" used below refer to conceptual control devices. The "condition device" is activated when a jackpot occurs in a special symbol game, and the "continuous feature operation device" can operate the "special electric feature" multiple times in succession.
[0213] First, when this timer interrupt occurs, the contents of the registers in the main control CPU 101 (data used during the main control side processing) are saved to the stack area of the main control RAM 103, and then the interrupt operation condition is set (step S51). Next, the interrupt operation condition setting value is set in the interrupt control register (step S52). Next, clear word 2 is set (step S53).
[0214] Next, to restart the watchdog timer, clear word 2 ("AAH") is set (step S54). At this time, within a predetermined timeout period, clear word 1 and clear word 2 are written sequentially to the WDT clear register of the main control CPU 101, thereby clearing and restarting the watchdog timer. In other words, when the main control CPU 101 is executing the main control program normally, clear words 1 and 2 are set periodically, so that the watchdog timer is cleared and restarted before it times out. On the other hand, if the watchdog timer times out, a user reset occurs.
[0215] Next, input processing is performed (step S55). In this input processing, information from switches other than the RAM clear switch is read as various switches connected to the main control board 100. Specifically, input information from the first start gate switch 161, the second start gate switch 162, the operating gate switch 163, the big prize gate switch 164, and the out ball detection switch 167, as well as a door open switch, frame open switch, back set open switch, magnetic sensor, and radio wave sensor (not shown) is read, their states are determined, and their detection information is stored.
[0216] Next, various random number update processes are executed (step S56). These random number update processes update the random numbers for the normal symbol variation pattern and the special symbol variation pattern, which do not use the initial random number. For the normal symbol variation pattern random number, the value of the random number counter is incremented by 1, and if the value exceeds the maximum value, it is reset to the minimum value of "0". On the other hand, for the special symbol variation pattern random number, a predetermined value (for example, 3511) is subtracted from the previous random number. If the result of the subtraction is less than 0, a predetermined value (for example, 50000) is added to the result of the subtraction.
[0217] Next, the initial value update type random number update process is executed (step S57). In this initial value update type random number update process, the normal symbol win random number, the special symbol win software random number, and the special symbol win symbol random number are updated. Specifically, the value of each random number counter is incremented by 1, and if the value exceeds the maximum value, it is reset to the minimum value of "0". When the counter value completes one cycle (reaches the value set as the initial value), the value of the initial value random number corresponding to the random value that the counter value completed one cycle at that timing is set as the new initial value.
[0218] Next, the initial random number update process is executed (step S58). In this initial random number update process, the initial random number for normal symbol wins, the software initial random number for special symbol wins, and the initial random number for special symbol wins are updated. Specifically, the value of each random number counter is incremented by 1, and if the value exceeds the maximum value predetermined for each random number, it is reset to the minimum value of "0".
[0219] Next, a timer subtraction process is executed (step S59). In this timer subtraction process, the values of various timers used for controlling the game operation of the gaming machine are subtracted and updated. These various timers include special symbol game timers for managing the time (variation time, confirmed display time) related to the special symbol display devices 171 and 172, timers for controlling the operation pattern of the special electric mechanism 642, and timers used for various controls such as regular symbols and regular electric mechanisms.
[0220] Next, the second start gate validity period setting process is executed (step S60). In this second start gate validity period setting process, the validity period and invalidation period for winning prizes in the second start gate 62 are determined, and based on this determination result, the validity period data or invalidation period data for the second start gate 62 is set.
[0221] Next, the prize entry monitoring process is executed (step S61). In this prize entry monitoring process, based on the detection information from the first start switch 161, second start switch 162, operating gate switch 163, major prize entry switch 164, general prize entry switch 166, and out ball detection switch 167 in the input processing described above (step S55), a switch passage inspection is performed for the game ball. If it is determined that the game ball has passed through each switch, a request is made to send a performance control command that includes information indicating that the game ball has passed through each switch.
[0222] Next, the prize ball control process is executed (step S62). In this prize ball control process, it is determined whether the win is valid or invalid, and a payout control command is sent to the payout control board 400 to instruct the number of prize balls corresponding to the type of win. At the same time, the received data from the payout control board 400 is monitored to perform a communication check with the payout control board 400.
[0223] Next, the normal symbol activation gate monitoring process is executed (step S63). In this normal symbol activation gate monitoring process, the passage of the game ball through gate 63 is monitored, and if it is determined that the ball has passed through gate 63, a random number related to the normal symbol lottery is obtained as activation reserve ball information, the number of activation reserve balls is updated up to a maximum of 4, and the random number related to the normal symbol lottery is stored.
[0224] Next, the normal symbol control process is executed (step S64). In this normal symbol control process, a series of processes related to the normal symbol display device 175 or the normal electric mechanism 622 are executed, and depending on the value of the normal symbol game status, the following are executed: normal symbol variation process, normal symbol stop symbol display process, normal electric mechanism operation process, normal electric mechanism operation end demo process, etc. In the normal symbol variation process, normal symbol display pattern number data is created (updated) in order to display the normal symbols in a variation or confirmed state.
[0225] Next, the normal symbol variation start monitoring process is executed (step S65). In this normal symbol variation start monitoring process, the operating status of the normal symbols is monitored, and when it is determined that the conditions for the normal symbol variation start are met, one normal symbol activation reserve ball is consumed, and the following are performed in order: hit / fail determination of the normal symbol, determination of the symbol, determination of the variation pattern, setting of the variation time, etc.
[0226] Next, the starting port monitoring and control process is executed (step S66). In this starting port monitoring and control process, the entry of game balls into the first starting port 61 and the second starting port 62 is monitored. When it is detected that a game ball has entered the game, the system sequentially requests commands for the performance control board 200, including information necessary for the performance control board, such as updating the number of reserved balls, storing random numbers related to the special symbol lottery, pre-determining for the pre-announcement, and the number of symbols to store.
[0227] Next, the special symbol control process is executed (step S67). In this special symbol control process, as a series of processes related to the special symbol display devices 171 and 172, depending on the value of the special symbol game status, the following processes are executed: for example, the special symbol variation start process (see step S420 in Figure 40 described later), the special symbol variation in progress process (see step S430 in Figure 40 described later), and the special symbol stop symbol display in progress process (see step S440 in Figure 40 described later).
[0228] Next, the special electric mechanism control process is executed (step S68). In this process, if the result of the special symbol lottery is "big win" or "small win", the operation process related to the special electric mechanism 642 is executed in order, including setting the start and end of operation of the special electric mechanism 642, updating the opening time and number of openings of the big prize opening 64, setting the start of operation of the probability variation function, setting the start of operation of the variation time reduction function, and setting the variation pattern selection state.
[0229] Next, the process for setting the validity period of the grand prize slot is executed (step S69). In this process, the validity period and invalidation period of the grand prize slot 64 are determined, and the validity period data or invalidation period data for the grand prize slot 64 is set based on the result of this determination.
[0230] Next, the special symbol variation start monitoring and control process is executed (step S70). In this special symbol variation start monitoring and control process, if there are reserved balls for the first or second special symbol, one reserved ball is consumed, and the following are performed in order: request for a command for the number of symbols to remember, determine whether the special symbol is correct or incorrect, determine the symbol of the special symbol, determine the probability variation function, determine the time reduction function, set the operation pattern of the special electric mechanism, set the demo performance time, and so on.
[0231] Next, an anomaly detection process is executed (step S71). In this anomaly detection process, based on the input information from the input processing described above (step S55), the magnetic detection signal from the magnetic sensor, the open / short circuit power supply anomaly signal, the radio wave detection signal from the radio wave sensor, the door / frame open signal, etc. are checked in order to determine whether the gaming machine is in an error state or not. If an error state is found, a performance control command ("error performance specification command") containing the error information is generated in order to request the performance control board 200 to display the error.
[0232] Next, the ball entry time anomaly detection process is executed (step S72). In this ball entry time anomaly detection process, if the ON signal of the prize detection switch is detected continuously for a predetermined period of time or longer, a ball entry time anomaly is set, a performance control command ("error performance specification command") including the error information is requested, and a security signal output for output to an external terminal is requested.
[0233] Next, the game status display process is executed (step S73). In this game status display process, display data is created, such as the number of times the special electric mechanism 642 operates continuously (specified number of rounds), and the number of reserved balls for operation of the regular symbols and special symbols. Display data is also created to display the error status information detected in the aforementioned abnormality detection process on the status indicator lights of the main control board 100.
[0234] Next, the steering wheel status signal inspection process is performed (step S74). In this steering wheel status signal inspection process, the steering wheel status signal is inspected.
[0235] Next, LED output processing is executed (step S75). In this LED output processing, in order to perform display of special symbols and normal symbols, display of the number of balls on hold, the number of times the special electric accessory operates continuously, display of errors, etc., the display data created in the above-described special symbol control processing (step S85), abnormality detection processing (step S89), game state display processing (step S73), etc. is output to each special symbol display device 171, 172, normal symbol display device 175, each special figure hold lamp 173, 174, general figure hold lamp 176, the status indicator lamp of the main control board 100, etc., and initialization of the display in these various display devices is performed.
[0236] Next, emission control signal output processing is executed (step S76). In this emission control signal output processing, when no communication abnormality or disconnection / short-circuit power supply abnormality with the payout control board 400 is detected, an emission permission signal is output to the payout control board 400 to permit the emission of game balls. On the other hand, when a communication abnormality or disconnection / short-circuit power supply abnormality with the payout control board 400 is detected, an emission prohibition signal is output to the payout control board 400 to prohibit the emission of game balls.
[0237] Next, test signal output processing is executed (step S77). In this test signal output processing, after various test data is created, an error inspection process is carried out. As a result, when an error is detected, the various test data is output to each test signal output port.
[0238] Next, solenoid output processing is executed (step S78). In this solenoid output processing, based on the control data obtained in the normal electric accessory control processing (step S82) and the special electric accessory control processing (step S86) in order to operate the normal electric accessories 622 and special electric accessories 642, an excitation signal is output to each electric accessory solenoid 123, 124.
[0239] Next, the process of sending performance control commands is executed (step S79). In this performance control command transmission process, as described above, the performance control commands stored in the ring buffer specified by the pointer are read from among the performance control commands stored in the command storage area of the main information storage means 180, for each MODE data and EVENT data, and are sent to the performance control board 200, respectively, as described later.
[0240] Next, the external information output process is executed (step S80). In this external information output process, the operating status information of the gaming machine is output as external information to external devices such as hall computers and data counters via an external terminal board.
[0241] Next, the contents of the saved registers are restored, and the main control CPU 101 is set to an interrupt-enabled state (step S81). This terminates the main control timer interrupt processing, and the main control process returns to the main control process, which continues to execute until the next timer interrupt occurs.
[0242] Furthermore, if the main control board 100 detects a power outage (a drop in supply voltage based on a predetermined threshold) during the main control side's main processing or interrupt processing, it generates a non-maskable interrupt and turns on the power outage confirmation flag. After returning to the original processing, the aforementioned power outage processing (steps S27 to S33) is executed.
[0243] <Special Symbol Game Processing> Next, a series of processes related to special symbol games within the main control side timer interrupt processing will be explained. The processes related to special symbol games include the start gate monitoring and control processing (step S84), special symbol control processing (step S85), special electric mechanism control processing (step S86), and special symbol variation start monitoring and control processing (step S88) mentioned above.
[0244] <Starting Port Monitoring and Control Processing> First, as shown in Figure 34, it is determined whether or not a game ball has entered the first starting port 61 (step S201). If a game ball has entered the first starting port 61, it is determined whether or not the number of balls held for activation of the first special symbol is less than the upper limit of 4 (step S202).
[0245] If the number of balls held for activation of the first special symbol is less than 4, the random values for winning the special symbol, the random values for winning the special symbol, and the random values for the special symbol variation pattern are obtained as random values for the lottery related to the first special symbol game, and each random value is stored in the first special symbol hold storage area (hold n storage area) of the main information storage means 180 according to the order in which the balls enter (step S203). As an update to the number of balls held for activation of the first special symbol, the value of the first special symbol hold ball counter is incremented by 1 (step S204), and the entry check of the first start opening 61 is completed.
[0246] Next, it is determined whether or not the entry of a game ball into the second start port 62 has been detected (step S205). If the entry of a game ball into the second start port 62 has been detected, it is determined whether or not the number of balls reserved for activation of the second special symbol is less than the upper limit of 4 (step S206). If the number of balls reserved for activation of the second special symbol is less than 4, the random values for the special symbol win, the random values for the special symbol win, and the random values for the special symbol variation pattern are obtained as random values for the lottery related to the second special symbol game, and each random value is stored in the second special symbol reserved storage area (reserved n storage area) of the main information storage means 180 according to the order in which the balls enter (step S207). As an update to the number of balls reserved for activation of the second special symbol, the value of the second special symbol reserved ball counter is incremented by 1 (step S208), and the entry check of the second start port 62 is completed.
[0247] Next, it is determined whether or not the number of balls held for activation of the first special symbol or the second special symbol has been updated, that is, whether or not the number of balls held for activation of the first special symbol or the second special symbol was increased in step S204 or step S208 (step S209). If the number of balls held for activation has been updated (step S209), a symbol memory count command containing information on the number of balls held for activation of the first special symbol and the second special symbol is generated and stored in the command storage area of the main information storage means 180 (step S210).
[0248] Next, the state of the gaming machine is checked, and it is determined whether or not it is a pre-determination timing (step S211). If it is a pre-determination timing (step S211), the special symbol winning random number value is read from the winning random number buffer in the reserved n memory area, and a win / loss pre-determination is performed (step S212). A win / loss pre-determination command containing the information of this pre-determination result (win / loss pre-determination number) is generated and stored in the command storage area of the main information storage means 180 (step S213).
[0249] The random number values for special winning symbols are read from the random number buffer for winning symbols in the reserved n memory area, and a symbol pre-determination is performed (step S214). A symbol pre-determination command containing the information of this pre-determination result (symbol pre-determination number) is generated and stored in the command storage area of the main information storage means 180 (step S215). Furthermore, the random number values for special variable patterns are read from the variable pattern random number buffer in the reserved n memory area, and a variable pattern pre-determination is performed (step S216). A variable pattern pre-determination command containing the information of this pre-determination result (variable pattern pre-determination number) is generated and stored in the command storage area of the main information storage means 180 (step S217).
[0250] <Special Symbol Fluctuation Start Monitoring and Control Processing> In the special symbol fluctuation start monitoring and control processing (step S88) shown in Figure 36, the special symbol fluctuation start monitoring processing (step S310), described later, is executed for the special symbol that satisfies the fluctuation start condition among the first special symbol and the second special symbol. If both the first and second special symbols satisfy the fluctuation start condition, as mentioned above, the processing for the second special symbol will be executed preferentially as an example.
[0251] First, it is determined whether or not a big win or a small win is occurring (step S301). Next, it is determined whether both the first special symbol and the second special symbol are in a waiting state for variation, that is, whether or not both the first special symbol game status and the second special symbol game status are "00H (waiting for variation)" (step S302).
[0252] Next, it is determined whether the number of reserved balls for the second special symbol is "0" (step S303). If the number of reserved balls is not "0", it is assumed that the condition for starting the variation of the second special symbol has been met. After setting the address of the second special symbol variation start monitoring table (the addresses of various tables used in subsequent processing and the address of the RAM storage area) (step S304), the process proceeds to the special symbol variation start monitoring process for the second special symbol (step S310). In other words, in this embodiment, if there are reserved balls for the second special symbol, the reserved balls for the second special symbol are preferentially consumed, regardless of whether there are reserved balls for the first special symbol. Details of this special symbol variation start monitoring process will be explained using Figures 37 and 38, which will be described later.
[0253] On the other hand, if the number of balls held for activation of the second special symbol is "0", then whether or not the number of balls held for activation of the first special symbol is "0" is determined. The system determines whether this is the case (step S305). If the number of held balls is not "0", it is assumed that the condition for the first special symbol to start changing has been met, and after setting the address of the first special symbol change start monitoring table (the addresses of various tables used in subsequent processing and the address of the RAM storage area) (step S306), the system proceeds to the special symbol change start monitoring processing on the first special symbol side (step S310).
[0254] Furthermore, if the conditions for the start of variation of both the first and second special symbols are not met (steps S301, S302, S305), the execution of the special symbol variation start monitoring process (step S310) is omitted.
[0255] <Special Symbol Fluctuation Start Monitoring Process> In the special symbol fluctuation start monitoring process (step S310), the process for the special symbol that is the target of this fluctuation is executed by referring to the first special symbol fluctuation start monitoring table or the second special symbol fluctuation start monitoring table set in step S304 or step S306 described above. Note that the processing content for the first special symbol and the second special symbol is almost the same, so unless there is a special case, the processing for the first special symbol and the processing for the second special symbol will be explained together without distinction.
[0256] First, as shown in Figure 37, the number of reserved balls for the special symbol that is the target of this variation is subtracted by 1 (step S311). A symbol memory count command is generated that includes information on the number of reserved balls for the first and second special symbols after the subtraction, and this is stored in the command storage area of the main information storage means 180 (step S312). Next, the special symbol reserved storage area for the special symbol that is the target of this variation is accessed, and the special symbol win random value, special symbol win symbol random value, and special symbol variation pattern random value stored in the earliest reserved storage area (reserved 1 storage area) are read in order. These random values are then transferred to the special symbol win / failure determination area, special symbol determination area, and special symbol variation pattern determination area of the main information storage means 180 for use in the special symbol win / failure determination process (step S320), symbol determination process (step S330), and variation pattern selection process (step S423 in Figure 41, described later) (step S313). As part of updating the reserved memory area, the reserved ball information stored in reserved memory area 2 to reserved memory area 4 is sequentially shifted to reserved memory area 1 to reserved memory area 3, and reserved memory area 4 is reset to zero (step S314).
[0257] Next, the special symbol win / failure determination process is executed (step S320). In the special symbol win / failure determination process, first, the special symbol win / failure lottery table is obtained. At this time, if the game state is the special symbol probability variation state, the high probability win / failure lottery table is obtained, and if the game state is the normal state, the low probability win / failure lottery table is obtained. Next, the special symbol win random value is read from the special symbol win / failure determination area of the main information storage means 180. Referring to the special symbol win / failure lottery table, the special symbol win / failure determination is performed based on the special symbol win random value. The value corresponding to this win / failure determination result (jackpot data "55H", minor win data "33H", loss data "00H") is stored as the special symbol determination flag in the main information storage means 180.
[0258] Next, a symbol determination process is executed (step S330). In the symbol determination process, according to the result of the success / failure determination, the stop symbol of the special symbol, the type of symbol group, and the character effect number (variable addition symbol information) are determined. The stop symbol of the special symbol, the type of symbol group, and the character effect number determined this time are stored in the symbol storage area of the main information storage means 180. Note that the character effect number is determined based on the combination of the determined type of symbol group (7 patterns of symbol groups A to G) and the operating state of the probability variation function of the special symbol and the normal symbol (4 patterns of on for special symbol probability variation / off for special symbol probability variation / on for normal symbol probability variation / off for normal symbol probability variation), and any one of 28 patterns is determined. Note that when the result of the success / failure determination is a miss, the character effect number "0" is determined.
[0259] Next, it is determined whether or not the result of the success / failure determination corresponds to a small win (step S341), and it is determined whether or not the result of the success / failure determination corresponds to a big win (step S342). When the result of the success / failure determination is a small win, the process proceeds to step S346, while when the result of the success / failure determination is a miss, the process proceeds to step S349.
[0260] On the other hand, when the result of the success / failure determination is a big win, based on the type of symbol group (big win type) determined in step S330, it is determined whether or not to activate the probability variation function of the special symbol as the game state after the special game (step S343). That is, when the type of symbol group (big win type) indicates a specific symbol, it is determined to give the probability variation function, and the probability variation operation data (ST times) "64H" is stored in the probability variation count counter of the main information storage means 180, while when the type of symbol group indicates a normal symbol, it is determined not to give the probability variation function, and the probability variation non-operation data "00H" is stored in the probability variation count counter (step S344). This determination result is stored in the probability variation determination flag of the main information storage means 180.
[0261] Based on the type of symbol group (jackpot type) determined in step S330, the number of times the variation time reduction function is activated is determined as the game state after the special game (step S345), and the number of times the electric tuner support function is activated is determined (step S346). These determination results (information on the number of times the variation time reduction function is activated (hereinafter referred to as "variation time reduction count information"), and information on the number of times the electric tuner support function is activated (hereinafter referred to as "easy ball entry state count information")) are stored in the time reduction count storage area and the easy ball entry state count storage area of the main information storage means 180, respectively.
[0262] Next, based on the types of symbol groups (jackpot type, minor prize type) determined in step S330, the operation pattern of the special electric mechanism 642 is set (step S347). Specifically, the operation pattern of the special electric mechanism 642 is set to include the prescribed number of rounds for the round game (in this embodiment, 10 rounds, 5 rounds, 2 rounds), the maximum opening time of the large prize pocket 64 (in this embodiment, 30 seconds, 1.8 seconds), and so on.
[0263] Next, based on the type of symbol group determined in step S330 and the current game state, the selection state of the variation pattern after the special game ends is set (step S348). In the above explanation, the special variation state was exemplified as being determined according to the winning symbol, but even in the case of a minor win, the selection state of the variation pattern may be changed to a special one in step S348. Next, returning to the flow, the demo performance time for the special game (winning start demo time and winning end demo time) is set based on the type of symbol group determined in step S330 (step S349). Next, the special symbol win / failure determination area and the special symbol determination area of the main information storage means 180 used in the special symbol win / failure determination process (step S320) and the symbol determination process (step S330) are cleared (step S351). The special symbol game status of the special symbol that is the target of this variation is changed from "00H (waiting)" to "01H (variation start)" (step S351).
[0264] <Special Symbol Control Processing> Next, the special symbol control processing (step S85) shown in Figure 39 will be explained. First, it is determined whether the special electric mechanism 642 is not in operation, that is, whether the special electric mechanism game status is "00H (waiting for a win)" (step S401). Next, if the special electric mechanism 642 is not in operation (step S401), it is determined whether the second special symbol game status is not "00H (standby)" (step S402).
[0265] If the second special symbol game status is not "00H (waiting)", the second special symbol control table (addresses of various tables used in subsequent processing and addresses of RAM storage area) is set (step S403) in order to execute processing related to the second special symbol, and the process moves to the special symbol control general processing (step S410). On the other hand, if the second special symbol game status is "00H (waiting)", the first special symbol control table (addresses of various tables used in subsequent processing and addresses of RAM storage area) is set (step S404) in order to execute processing related to the first special symbol, and the process moves to the special symbol control general processing (step S410).
[0266] In the general-purpose special symbol control processing described below, the processing for the special symbol subject to the current variation will be executed using the first special symbol control table or the second special symbol control table set in step S403 or step S404 described above. However, since the processing method is the same for both the first and second special symbols, unless there are special circumstances, the processing for the first and second special symbols will be explained together without distinction. Details of this general-purpose special symbol control processing will be described later.
[0267] <General-purpose processing for special symbol control> In the general-purpose processing for special symbol control shown in Figure 40 (step S410), branching processes (steps S411 to S414) are executed to transition to processing according to the value of the special symbol game status ("01H", "02H", "03H"). First, it is determined whether or not the special symbol game status of the special symbol that is the target of this variation is 0 (step S411). If the special symbol game status is not "00H" (step S411), it is determined whether or not the special symbol game status is "01H (variation start)" (step S412). If the special symbol game status is "01H", the process proceeds to the special symbol variation start processing (step S420). Details of this special symbol variation start processing will be explained later using Figure 41. On the other hand, if the special symbol game status in step S412 is not "01H", it is determined whether the special symbol game status is "02H (in motion)" (step S413). If the special symbol game status is "02H", the process proceeds to the special symbol motion processing (step S430). Details of this special symbol motion processing will be explained using Figure 42, which will be described later. If the special symbol game status in step S413 is not "02H", it is determined whether the special symbol game status is "03H (stopped symbols displayed)" (step S414). If the special symbol game status is "03H", the process proceeds to the special symbol stopped symbols display processing (step S440). Details of this special symbol stopped symbols display processing will be explained using Figure 43, which will be described later.
[0268] <Special Symbol Variation Start Processing> First, as shown in Figure 41, a special symbol variation pattern table is obtained based on the results of the win / loss lottery, the winning symbols, the number of reserved symbols, the type of special symbol, and the variation pattern selection status (step S421). Next, the special symbol variation pattern random value is read from the special symbol variation pattern determination area of the main information storage means 180 (step S422). Referring to the special symbol variation pattern table, one of several variation patterns is selected based on the special symbol variation pattern random value (step S423).
[0269] Next, the variation time corresponding to the variation pattern selected is set (step S424). As setting the start of the variation of the special symbols, the variation time is stored in the special symbol game timer of the symbol display control means 155 (step S425), and a variation start command is generated for the performance control board 200 (step S426). As the variation start command, a variation pattern specification command and a symbol specification command are generated in order to start the symbol variation performance on the performance display device 70, and these are stored in the command storage area of the main information storage means 180.
[0270] Next, the contents of the special symbol variation pattern determination area of the main information storage means 180 used to determine the variation pattern are cleared (step S427). The special symbol game status is changed from "01H (variation start)" to "02H (variation in progress)" (step S428).
[0271] <Processing during special symbol variation> First, as shown in Figure 42, in order to display the variation of the special symbols, the special symbol display pattern number switching process is executed (Ste (Step S431). In this display pattern number switching process, the display pattern number data for the special symbol is updated at predetermined switching intervals. This display pattern number data is output to the first special symbol display device 171 or the second special symbol display device 172 in the LED output process (step S76) in order to display the special symbol in a variable or fixed state, and at predetermined switching intervals, a specific display unit of the special symbol display device that is displaying a variable state flashes or the individual LEDs of the display unit light up sequentially to indicate that it is in a variable state.
[0272] Next, it is determined whether the special symbol game timer has reached "0 (timeout)", that is, whether the special symbol variation time has ended (step S432). If the special symbol variation time has ended, the stopping symbol of the special symbol to be confirmed displayed is set on the first special symbol display device 171 or the second special symbol display device 172 (step S433). Next, a variation stop command is generated to instruct the performance control board 200 to confirm the display of the decorative symbol, and this is stored in the command storage area of the main information storage means 180 (step S434).
[0273] Next, the special symbol game timer stores the data "125," which corresponds to 500ms as the confirmed display time (step S435). The "confirmed display time" is the time during which the stopped symbol is definitively displayed when the special symbol stops moving. The special symbol game status transitions from "02H (moving)" to "03H (stopped symbol displayed)" (step S436).
[0274] <Processing during display of special symbols and stopped symbols> First, as shown in Figure 43, it is determined whether the special symbol game timer has reached "0 (timeout)", that is, whether the confirmed display time for the special symbols (stopped symbols) has ended (step S441). If the confirmed display time for the special symbols has ended, the special symbol game status transitions from "03H (displaying stopped symbols)" to "00H (standby)" (step S442).
[0275] Next, it is determined whether the win / loss determination data stored in the special symbol determination flag of the main information storage means 180 is the jackpot data "55H" (step S443). If the win / loss determination data is the jackpot data, the operation of the special symbol probability variation function is stopped (step S444), the operation of the special symbol variation time reduction function is stopped (step S445), and the operation of the electric reel support function is stopped (step S446).
[0276] Next, as part of the special game start demo setting process, the start demo display time is set and a performance control command (jackpot start demo command) that instructs the start of the start demo performance is generated (step S447). Next, the execution count of the variation pattern selection state (variation pattern selection state count counter) is reset to zero (step S448). The special electric mechanism game status is transitioned from "00H (waiting for a win)" to "01H (special game)" (step S449). "00H" is set to clear the contents of the win / fail judgment flag (step S450).
[0277] On the other hand, if the win / loss determination data is not jackpot data (step S443), it is determined whether or not the probability variation function of the special symbol is in operation (step S451). As shown in Figure 44, if the probability variation function of the special symbol is in operation (step S451), the probability variation count counter of the main information storage means 180 is deducted by 1 as the number of variations of the special symbol used this time (step S452). Next, it is determined whether or not the probability variation count counter is zero (step S453). If the probability variation count counter is zero, the operation of the probability variation function of the special symbol is stopped (step S454). On the other hand, if the probability variation count counter after deduction is not zero, step S454 is skipped and the process moves to step S455.
[0278] Next, it is determined whether the special symbol variation time reduction function is in operation (step S455). If the special symbol variation time reduction function is in operation, the time reduction count counter in the main information storage means 180 is deducted by 1 as the number of special symbol variation counts consumed in this instance (step S456). Next, it is determined whether the time reduction count counter is zero (step S457). If the time reduction count counter is zero, it is determined that the number of times the special symbol time reduction state has ended has been reached, and the operation of the special symbol variation time reduction function is stopped (step S458). On the other hand, if the time reduction count counter after deduction is not zero, step S458 is skipped and the process proceeds to step S459.
[0279] Next, it is determined whether the electric reel support function is in operation (step S459). If the electric reel support function is in operation, the easy ball entry state count counter in the main information storage means 180 is deducted by 1 as the number of times the special symbol has been rotated in this instance (step S460). Next, it is determined whether the easy ball entry state count counter is zero (step S461). If the easy ball entry state count counter is zero, it is determined that the number of times the easy ball entry state has ended has been reached, and the operation of the electric reel support function is stopped (step S462). On the other hand, if the easy ball entry state count counter after the deduction is not zero, step S462 is skipped and the process moves to step S463.
[0280] Next, the variable pattern selection state count counter of the main information storage means 180 is decremented by 1 (step S463). The variable pattern selection state is updated (step S464). Specifically, the variable pattern selection state count counter of the main information storage means 180 is referenced to determine whether the number of executions of the current variable pattern selection state has reached a preset number of completions. If the number of completions has been reached, the system switches to the next specified variable pattern selection state. On the other hand, if the number of completions has not been reached, the current variable pattern selection state is maintained.
[0281] Next, a performance control command (game state specification command) is generated, which includes the current game state information and variation pattern selection state information updated in steps S451 to S464 described above, and stored in the command storage area of the main information storage means 180 (step S465). On the performance control board 200 side, the performance mode is set and updated based on the information of this game state specification command.
[0282] Next, it is determined whether or not the small win data "33H" is stored in the special symbol judgment flag (step S466). If the small win data is stored, the start demo setting process for the small win game is performed, setting the start demo display time and generating a performance control command (small win start demo command) that instructs the start of the start demo performance (step S467). Next, the special electric mechanism game status is changed from "00H (waiting for a win)" to "02H (small win game)" (step S468). "00H" is set to clear the contents of the win / fail judgment flag (step S469).
[0283] On the other hand, if the special symbol judgment flag does not contain the minor win data "33H", that is, if the special symbol judgment flag contains the loss data "00H", then steps S467 to S469 are omitted. The reason why the contents of the special symbol judgment flag were not cleared when it contained loss data is because "00H" was already stored as loss data.
[0284] <Special Electric Mechanism Control Processing> First, as shown in Figure 46, it is determined whether the special electric mechanism game status is "01H (Special Game: Jackpot)" (step S501). If the special electric mechanism game status is "01H", the special game processing is executed in the following processing. In this special game processing, it is first determined whether the special electric mechanism 642 is in operation (step S502). If the special electric mechanism 642 is not in operation, it is determined whether it is the start time for the special electric mechanism 642 to start operating (step S503). The start time for the special electric mechanism 642 is the timing at which the special electric mechanism 642 starts operating in each round of gameplay.
[0285] If it is time for the special electric mechanism 642 to start operating, a performance control command (round performance specification command) is generated to start the round performance and stored in the command storage area of the main information storage means 180 (step S504). On the performance control board 200 side, based on the information of this round performance specification command (information such as the current number of rounds), a round performance corresponding to each round game during the special game is executed. The special electric mechanism 642 is started to operate (step S505), and as processing while the special electric mechanism 642 is operating, the processes of steps S506 to S510 are executed.
[0286] As part of the process while the special electric mechanism 642 is operating, it is determined whether the maximum number of game balls have entered the large prize opening 64 (step S506), and whether the operating time (open time) of the special electric mechanism 642 has elapsed (step S507). At this time, if the maximum number of game balls have entered the large prize opening 64 or if the operating time of the special electric mechanism 642 has elapsed, the operation of the special electric mechanism 642 is stopped (step S508). It is determined whether the number of consecutive operations of the special electric mechanism 642 has reached a predetermined number of rounds (step S509). If the number of consecutive operations has not reached the predetermined number of rounds, the number of consecutive operations of the special electric mechanism 642 is increased by 1 (step S510).
[0287] On the other hand, if the number of consecutive operations of the special electric mechanism 642 reaches the specified number of rounds, the process proceeds to step S511 shown in Figure 47, where, as a special game win end demo setting process, the end demo display time is set and a performance control command (jackpot end demo command) is generated to instruct the start of the end demo performance (step S511).
[0288] Next, the probability variation count information set in step S344 above is stored in the probability variation count counter (step S512). The variation time reduction count information set in step S345 above is stored in the time reduction count counter (step S513). The ball entry easy state count information set in step S346 above is stored in the ball entry easy state count counter (step S514).
[0289] Next, the system refers to the contents of the probability variation determination flag set in step S343 above and determines whether the probability variation count information stored in the probability variation count counter is probability variation function data ("64H") (step S515). If the probability variation count information is probability variation function data, the operation of the special symbol's probability variation function is started (step S516). On the other hand, if the probability variation count information is not probability variation function data (if step S515 is NO), the execution of step S516 is omitted.
[0290] Next, it is determined whether the time reduction count information stored in the time reduction count counter is time reduction function activation data (data other than "00H") (step S517). If it is time reduction function activation data, the time reduction function for the special symbols is activated (step S518). On the other hand, if it is not time reduction function activation data, step S518 is omitted.
[0291] Next, it is determined whether the information stored in the easy ball entry count counter is electric tuner support function activation data (data other than "00H") (step S519). If it is electric tuner support function activation data, the electric tuner support function is activated (steps S520 to S522). Specifically, the operation of the probability variation function for normal symbols is started (step S520), the operation of the variation time reduction function for normal symbols is started (step S521), and the operation of the opening extension function for the normal electric mechanism 622 is started (step S522) in order. On the other hand, if it is not electric tuner support function activation data, the execution of steps S520 to S522 is omitted.
[0292] Next, the system switches to the variation pattern selection state determined in step S347 (step S523). Then, a performance control command (game state specification command) is generated, which includes the game state information after the special game and the variation pattern selection state information set in steps S512 to S523 above, and this is stored in the command storage area of the main information storage means 180. (Step S524). On the performance control board 200 side, the performance mode after the special game is set based on the information of this game state specification command. The special electric mechanism game status is changed from "01H (special game)" to "00H (waiting for a win)" (Step S525).
[0293] On the other hand, if the special electric bonus game status is not "01H" (step S501), the process proceeds to step S530 to determine whether the special electric bonus game status is "02H (special game: minor win game)" (step S530). If the special electric bonus game status is "02H", the minor win game process is executed in the subsequent steps.
[0294] In the processing of a minor win, first, it is determined whether or not the special electric mechanism 642 is in operation (step S531). If the special electric mechanism 642 is not in operation, it is started to operate (step S532). On the other hand, if the special electric mechanism 642 is in operation, step S532 is omitted.
[0295] Next, as part of the process while the special electric mechanism 642 is operating, it is determined whether the maximum number of game balls have entered the large prize opening 64 (step S533), and whether the operating time (open time) of the special electric mechanism 642 has elapsed (step S534). At this time, if the maximum number of game balls have entered the large prize opening 64 or if the operating time of the special electric mechanism 642 has elapsed, the operation of the special electric mechanism 642 is stopped (step S535).
[0296] Next, as part of the minor win game termination demo setting process, a performance control command (minor win termination demo command) is generated that sets the termination demo display time and instructs the start of the termination demo performance (step S536). Next, the system switches to the variation pattern selection state determined in step S347 (step S537). Next, a performance control command (game state specification command) is generated that includes the variation pattern selection state information after the special game set in step S537, and this is stored in the command storage area of the main information storage means 180 (step S538). This game state specification command is used on the performance control board 200 side, for example, to determine the trigger for transitioning to a performance mode and to identify the performance mode to transition to. The special electric mechanism game status is transitioned from "01H (special game)" to "00H (waiting for a win)" (step S539).
[0297] <Processing on the Performance Control Board Side> Next, the processing procedure on the performance control board 200 side will be explained with reference to Figures 49 to 57. In the following, the performance control program is the main focus, but the main focus will be omitted as appropriate. The processing on the performance control board 200 side includes a reset start process (including the performance control side main process) that is executed when the performance control CPU 201 is reset, such as after power-on; a performance control side timer interrupt process that is started at regular intervals; a performance control command reception interrupt process that is executed when a strobe signal is received from the main control board 100; a lamp performance interrupt process that is started when a predetermined occurrence time specified in the time schedule of the variable performance pattern arrives; and an image control command transmission interrupt process that is started at regular intervals.
[0298] Each interrupt handler (exception handler) is assigned a priority level that indicates the priority when multiple interrupt handlers occur simultaneously. In this embodiment, the priority levels are ranked in the following order: "Reset start handler due to power reset (Figure 49): highest priority", "Reset start handler due to various abnormalities (Figure 49): highest priority" → "Interrupt handler for receiving performance control commands (Figure 57): level 7" → "Reset start handler due to WDT (runaway detection) (Figure 49): level 3" → "Interrupt handler for sending image control commands (Figure 50): level 2" → "Performance control side timer interrupt handler (Figure 56): level 1". The "Reset start handler due to various abnormalities" is activated, for example, when the performance control CPU 201 executes an invalid instruction, when the performance control CPU 201 attempts to access an invalid area or method, or when an error occurs during DMA (Direct Memory Access) transfer. In this embodiment, the above multiple types of interrupt handlers are illustrated as examples, but other interrupt handlers also exist in reality.
[0299] In the main processing on the performance control side, processing generally proceeds with the system set to either completely disable interrupts or disable all interrupts except for the interrupt received by the performance control command. Then, when the main processing on the performance control side enters an interrupt-enabled state, the main processing is interrupted and each interrupt process is executed. In each interrupt process, if another interrupt process request is received while the current interrupt process is executing (multiple interrupts occur), the interrupt request is generally permitted if the interrupt process has a higher priority level than the currently executing interrupt process. However, if the interrupt request has a lower priority level or the same priority level as the currently executing interrupt process, the interrupt request is prohibited. In other words, each interrupt process proceeds with other interrupts of the same or lower priority level prohibited. The main processing on the performance control side returns from each interrupt process with all interrupts enabled. The priority levels of these interrupt sources are determined by the register settings of the interrupt controller mentioned above.
[0300] <Reset Start Process> Figure 49 is a flowchart showing an example of the reset start process for the performance control board 200. In this reset start process, the system is activated by one of the following: a reset when the power is turned on, a reset due to various abnormalities, or a reset due to WDT (when a malfunction is detected). After the performance control CPU 201 performs a security check, the program starts and the processing from step S801 onwards begins.
[0301] First, as an initial setting required when power is turned on, the stack pointer is set to the starting address as the initial value of the stack area (step S801). All interrupt processing is disabled until all initial settings are completed (step S802).
[0302] Next, as a basic hardware setting, initial values are set in the built-in registers provided in the performance control CPU 201, and the I / O port circuit 204 is initialized (step S803). Furthermore, the memory area in the performance control RAM 203 is initialized (step S804). Here, initial values are set for variables with initial values, and variables without initial values are initialized by clearing to 0. The performance control CPU 201 appropriately loads the control program stored in the performance control ROM 202 into the performance control RAM 203.
[0303] Next, interrupts other than the interrupt processing for receiving performance control commands are disabled (step S805). Next, a process is executed to set the types of errors that should be valid for the machine in question from among the various errors that have been set in advance for all machines (step S806). Furthermore, a light-off request is made to turn off all performance lamps 10 and 25 (frame lamp 10, panel lamp 25) (step S807). A watchdog timer is started to monitor for malfunctions of the performance control CPU 201 (step S808).
[0304] Next, the main processing for the performance control side is executed (step S809). Details of this main processing for the performance control side will be explained using Figure 50. Note that, once the program transitions to the main processing for the performance control side in step S809, it is normally impossible to return to the reset start processing. However, in the unlikely event that the program returns to this reset start processing due to a bug or other issue, the program will transition to a low-power consumption mode (sleep mode) in which power consumption is reduced compared to normal operation.
[0305] <Main Processing on the Performance Control Side> Figure 50 is a flowchart detailing the main processing on the performance control side (step S809) shown in Figure 49.
[0306] First, the main processing on the performance control side obtains an address (the starting address where the performance control program is deployed) to start checking whether the performance control program is correctly deployed in the performance control RAM 203 (step S811). Next, all interrupts are enabled, that is, the activation of various interrupt processes is permitted (step S812).
[0307] Next, the device initialization operation is performed (step S813). This initialization operation is performed only once when the gaming machine is powered on (when the reset starts), and is performed for the purpose of confirming the position information necessary to control the operation of the movable parts by devices such as motors and solenoids. At the end of the initialization operation, the movable parts return to the pre-set initial position (reference position).
[0308] Next, the watchdog timer is cleared in order to restart it (step S814). At this time, if the performance control CPU 201 is executing the performance program normally, the watchdog timer is cleared and restarted when a predetermined clear word is written to the WDT clear register of the performance control CPU 201 within a predetermined timeout period. On the other hand, if the watchdog timer times out, a user reset occurs.
[0309] Next, the input port check process is executed (step S815). In this input port check process, the I / O port circuit 204 (input port) is monitored each time an interrupt occurs in the port input / output processing (step S1112) of the timer interrupt processing on the performance control side (see Figure 56), which will be described later. After monitoring multiple times (for example, 4 times), if the state of all input ports is "1", the signal level is changed to "1 (high level)", if the state of all input ports is "0", the signal level is changed to "0 (low level)", and if the state of the input ports is anything else, the signal level is not changed (the input signal is thus determined).
[0310] Next, the error animation management process is executed (step S816). In this error animation management process, error animations are initiated by various devices based on the error animation pattern set in the subsequent command analysis process (step S820). Furthermore, the error animation management process sets an initial value (error animation time) in the error management timer to manage the progress of the error animation. This error management timer is decremented and updated every 16ms in the error management timer update process (step S1120) of the animation control side timer interrupt process. If the error management timer times out, the error animation is terminated.
[0311] Next, the performance button monitoring and control process is executed (step S817). In this performance button monitoring and control process, if a button notification effect is incorporated during the symbol change, the input state of the performance button 15 within the effective operation time is monitored, and the content of the effect corresponding to the input state of the performance button 15 is determined from among several pre-set types of effects according to the button notification effect. Note that the button input operation by the player itself is monitored in the port input processing in the performance control side timer interrupt processing described later (step S1112), and in this performance button monitoring and control process, it is determined whether a flag that is considered a valid button operation and a flag for switching effects are set, and the execution of the effect based on the button press is controlled.
[0312] Next, the notification lottery management process is executed (step S818). In this notification lottery management process, a notification performance pattern (notification performance number) is determined by lottery, which defines the content of the notification performance that occurs at each stage of the variation process of the decorative symbols, according to the scenario of the variation performance pattern selected in the subsequent command analysis process (step S820). The notification performance number determined here is temporarily stored in the notification performance number storage area of the performance control information storage means 260. An image control command is generated to specify this notification performance number to the image control board 300 and set in the image control command buffer of the performance control information storage means 260. At this time, if a special feature notification performance pattern (special feature notification performance number) is selected as the notification performance pattern, a special feature request is generated, and in the subsequent device management process (step S819), the drive pattern of the movable special feature is identified. In this embodiment, the decoration Instead of drawing lots for all of the multiple types of pre-announcement effects (pre-announcement effect patterns) that occur within a single reel spin in one main loop process, the system is configured to divide the pre-announcement effect into different stages (for example, the start of the spin, the stage where a reach occurs, the stop of the spin, and when the effect button 15 is activated) and draw lots across multiple main loop processes in order to improve the efficiency of the main loop process. In this case, for pre-announcement effects that occur at the start of the reel spin of the decorative symbols, it is necessary to synchronize with the start of the reel spin of the decorative symbols (by sending the image control command as quickly as possible), so the drawing is performed within the aforementioned main loop process.
[0313] Next, device management processing is performed (step S819). In this device management processing, when there is an operation request (lamp request, feature request) for various devices in the command analysis processing (step S820) described later, the system identifies the pattern data corresponding to the performance number (lamp performance number, feature announcement performance number) from among the multiple types of pattern data (lamp pattern, drive pattern) stored in the performance control ROM 202, and starts controlling the target device. The lamp pattern data for the performance lamps 10 and 25 stores lamp data associated with each 1 frame time (the time required to update an image frame once: 16 ms) as schedule data. In this embodiment, 1 frame time corresponds to the time required for the drawing process of one frame when the performance display device 70 draws at approximately 60 frames per second (= approximately 60 fps). Similarly, the drive pattern data for the movable feature stores drive data associated with each interrupt period (1 ms) as schedule data. As a result, in the timer interrupt processing on the performance control side described later, each control data (lamp data, drive data, etc.) is output to the target device at regular intervals, and the operation of the target device begins. On the other hand, in the timer interrupt processing on the performance control side described later, once the output of the series of control data (lamp data, drive data) is complete, the performance lamps 10 and 25 are turned off, or the operation of the movable mechanism is stopped, and control of the target device is terminated.
[0314] Next, the command analysis process (step S820) is executed. In this command analysis process, the command storage area of the performance control information storage means 260 is monitored to see whether or not a performance control command is stored there. If a performance control command is stored there, the performance control command is read out and the performance control process corresponding to the type of performance control command is executed. Details of this command analysis process will be explained later using Figure 51.
[0315] During the loop processing of the main processing for the current cycle, it is determined whether or not an analysis of the performance control command (hereinafter referred to as "command analysis") has been performed (step S821). If command analysis has been performed, the process returns to step S814 and steps S814 to S821 are repeated. On the other hand, if command analysis has not been performed, the performance lottery random number update process is executed (step S822). In this performance lottery random number update process, performance lottery random numbers such as the pre-read notification lottery random number, decorative symbol random number, variable performance pattern random number, and notification performance pattern random number are updated. Specifically, the value of each random number counter is incremented by 1, and if the value exceeds the maximum value, it is reset to the minimum value.
[0316] <Command Analysis Process> Figure 51 is a flowchart detailing the command analysis process (step S820) shown in Figure 50. In this command analysis process, the main control board 100 monitors whether the performance control commands held in the output ports have been taken into the command storage area of the performance control information storage means 260 as shown below. If the performance control commands have been taken into storage, the performance control process corresponding to the type of performance control command is executed.
[0317] First, it is determined whether a game state specification command is stored in the command storage area of the performance control information storage means 260 (step S831). If a game state specification command is stored, the process proceeds to the performance state transition process (step S832). In this performance state transition process, a process is executed to transition the performance mode based on the variation pattern selection state information contained in the game state specification command. Details of this performance state transition process will be explained later using Figure 52.
[0318] Next, it is determined whether or not a hold-related command is stored in the command storage area of the performance control information storage means 260 (step S833). Here, the hold-related command includes the symbol memory count command and the pre-determination command. If this hold-related command is stored, the process proceeds to the hold information management process (step S834). In this hold information management process, the symbol memory count command or the pre-determination command is read from the performance control information storage means 260, a pre-read determination is performed based on the information of the pre-determination result, and processing is performed to update the number of hold images displayed and the display manner (display color, etc.) of the hold display section (not shown) of the performance display device 70.
[0319] Next, it is determined whether or not a symbol variation-related command is stored in the command storage area of the performance control information storage means 260 (step S835). Here, the symbol variation-related command includes a variation start command and a variation stop command. If a symbol variation-related command is stored, the process proceeds to the variation performance content determination process (step S836). In this variation performance content determination process, if the received symbol variation-related command is a variation start command, a process to start the symbol variation performance is executed, and if the received symbol variation-related command is a variation stop command, a process to terminate the currently running symbol variation performance is executed. Details of this variation performance content determination process will be explained later using Figure 53.
[0320] Next, it is determined whether or not a jackpot-related command is stored in the command storage area of the performance control information storage means 260 (step S837). Here, the jackpot-related command includes the jackpot start demo performance command, the round performance specification command, and the jackpot end demo performance command. If a jackpot-related command is stored, the process proceeds to the jackpot performance content determination process (step S838). In this jackpot performance content determination process, processing is performed to execute the start demo performance, round performance, and end demo performance. Details of this jackpot performance content determination process will be explained later using Figures 54 and 55.
[0321] Next, it is determined whether or not a command related to the minor win animation is stored in the command storage area of the animation control information storage means 260 (step S839). Here, the minor win animation related command includes the minor win start demo animation command and the minor win end demo animation command. If a minor win animation related command is stored, the process proceeds to the minor win animation content determination process (step S840). In this minor win animation content determination process, processing is performed to execute the minor win start demo animation and the minor win end demo animation.
[0322] Next, it is determined whether or not an error animation specification command is stored in the command storage area of the performance control information storage means 260 (step S841). If this error animation specification command is stored, the process proceeds to the error animation content determination process (step S842). In this error animation content determination process, the error animation specification command is read from the performance control information storage means 260, and an error animation pattern is determined to notify the error state by the image display on the performance display device 70 and the emission patterns of the performance lamps 10 and 25.
[0323] In steps S831, S833, S835, S837, S839, and S841, if no performance control command is stored in the command storage area of the performance control information storage means 260, the command analysis process is terminated. The loop processing of the performance control side main processing (steps S814 to S822) is synchronized with the image display period of the image control CPU 301 (1 frame = 16ms). Therefore, the command analysis process in step S821 and the performance lottery random number update process in step S822 are repeatedly executed, and if it exceeds 16ms, the process is returned to step S814.
[0324] <Performance State Transition Process> Figure 52 is a flowchart showing the details of the performance state transition process (step S832) shown in Figure 51.
[0325] First, the contents of the game state specification command from the main control board 100 are analyzed, and information regarding the variation pattern selection state included in the contents of this command is obtained (step S901). Next, based on the information regarding the variation pattern selection state obtained in step S901, it is determined whether or not a trigger for transitioning to a performance mode has arrived (step S902). If a trigger for transitioning to a performance mode has arrived, the transition to a predetermined performance mode is set in step S903 and onward. In principle, triggers for transitioning to a performance mode are linked to the activation of the probability variation function, variation time reduction function, electric tuner support function after the end of a special game, and triggers for transitioning to a variation pattern selection state, such as the end of a special game or when the final number of times for the variation pattern selection state is reached. The final number of times for the variation pattern selection state is the number of times the special symbols have varied.
[0326] First, it is determined whether the destination of the variable pattern selection state managed by the main control board 100 is the low-probability normal variable state α (step S903). If the destination is the low-probability normal variable state α, the normal performance mode Mα is set as the destination of the performance mode (step S904). When transitioning to this normal performance mode Mα, the normal background data number is set in the background data storage area of the performance control information storage means 260 (step S905). In normal performance mode Mα, from the next symbol variation, a normal background image representing, for example, "wilderness" is displayed on the performance display device 70. On the other hand, if the destination is not the low-probability normal variable state α (step S903), it is determined whether the destination of the variable pattern selection state is the high-probability time-saving variable state β (step S906). If the destination is the high-probability time-saving variable state β, the probability variation performance mode Mβ is set as the destination of the performance mode (step S907). When the game transitions to this probability variation mode A, a probability variation background data number is set in the background data storage area of the performance control information storage means 260 (step S908). In probability variation mode Mβ, from the next symbol change, a probability variation background image representing, for example, "fortress" is displayed on the performance display device 70.
[0327] If the destination of the selected variation pattern state is not the high-probability time-saving variation state β (step S906), it is determined whether the destination of the selected variation pattern state is the high-probability special variation state γ (step S909). If the destination is the high-probability special variation state γ, the special performance mode Mγ is set as the destination of the performance mode (step S910). Next, it is determined whether the special continuous performance flag of the performance control information storage means 260 is on (step S911). The special continuous performance flag is a flag that is turned on when a special continuous performance is executed. If the special continuous performance flag is on, a special background data number is set in the background data storage area of the performance control information storage means 260 (step S912). In special performance mode Mγ, a special background image representing, for example, "starry sky" is displayed on the performance display device 70 from the next symbol variation. On the other hand, if the special continuous performance flag is off, a probability variation background data number is set in the background data storage area of the performance control information storage means 260 (step S913). In special performance mode Mγ, from the next symbol change, a probability variation background image representing, for example, "fortress" (a background image substantially identical to that in probability variation performance mode Mβ) is displayed on the performance display device 70. Next, an image control command is generated to instruct the display of the performance content (background image) determined in the process, and this is stored in the command storage area of the performance control information storage means 260 (step S921). In addition, there are also changes to the performance mode that are determined on the performance control board 200 side, not by the game state of the main control board 100. For example, the main control board 100 side may change the game state Examples include when a low-probability / low-base state is performed for a predetermined number of consecutive times, when a pre-announcement lottery for executing a special performance mode is won, or when a timer value that measures the elapsed time since power-on or the RTC circuit determines that a predetermined time has been reached and executes a special performance.
[0328] <Process for determining the content of the variation effect> Figure 53 is a flowchart showing the details of the process for determining the content of the variation effect (step S836) shown in Figure 51.
[0329] First, it is determined whether a variation start command is stored in the production control information storage means 260 (step S931). If the variation start command is stored, the content of this variation start command (variation pattern specification command, variation additional symbol information specification command, character production number specification command) is analyzed, and information indicating the result of the win / loss lottery, symbol group, variation pattern (variation time), game state, etc. included in the content of this command is acquired (step S932). Note that this acquired information is stored in the variation production content determination area of the production control information storage means 260.
[0330] Next, a variation production pattern selection process is executed (step S933). In this variation production pattern selection process, based on the variation pattern information acquired in step S932 and the production mode set in the production state transition process of step S832, a variation production pattern table is acquired, and a variation production pattern random number value is acquired from the production lottery random number generation means 210, and any one of the plurality of types of variation production patterns is determined by lottery. The variation production pattern constitutes a scenario of the production display process in which the variation mode of the decorative symbol, the type and occurrence time of the reach production, the type and occurrence time of the preview production, etc. are defined. The variation production pattern number determined here is temporarily stored in the variation production pattern storage area of the production control information storage means 260. A lamp production number corresponding to the selected variation production pattern number is requested, and this requested lamp production number is set in the lamp request storage area of the production control information storage means 260.
[0331] Next, a decorative symbol stop symbol selection process is executed (step S934). In this decorative symbol stop symbol selection process, based on the symbol group information and variation pattern information acquired in step S932, the combination of stop symbols (left symbol · middle symbol · right symbol) of the decorative symbol to be finally stopped is determined by lottery respectively. The decorative symbol combination number determined here is temporarily stored in the decorative symbol storage area of the production control information storage means 260.
[0332] Next, as an update to the pre-read information storage area of the performance control information storage means 260, the reserved ball information stored in the reserved 2 storage area to the reserved 4 storage area is shifted to the lower reserved storage area, and the reserved 4 storage area is cleared to zero (step S935).
[0333] Based on the performance information acquired in steps S933 to S935 above, an image control command (variation performance start command) required to start the variation of the decorative pattern is generated, and this image control command is set in the command storage area of the performance control information storage means 260 (step S939).
[0334] On the other hand, if no variation start command is stored (step S931), it is determined whether or not a variation stop command is stored in the performance control information storage means 260 (step S940). If a variation stop command is stored (step S940), the contents of the variation stop command are analyzed and the symbol stop information contained in the contents of this command is obtained (step S941). An image control command (variation performance stop command) required to stop the variation of the decorative symbols is generated and this image control command is set in the command storage area of the performance control information storage means 260 (step S942).
[0335] <Determining the content of the jackpot animation> Figures 54 and 55 are flowcharts detailing the process of determining the content of the jackpot animation shown in Figure 51 (step S836).
[0336] First, it is determined whether or not a start demo command is stored in the performance control information storage means 260 (step S1001). If a start demo command is stored, the contents of the start demo command are analyzed and information indicating the type of jackpot included in the contents of the command is obtained (step S1002). This obtained information is stored in the jackpot performance content determination area of the performance control information storage means 260. Next, the consecutive win counter for counting the number of consecutive wins is updated (step S1003). Specifically, if the current jackpot is a jackpot in the normal state (referred to as a "first win"), the consecutive win counter is set to "1", and if it is a consecutive win, "1" is added to the consecutive win counter.
[0337] Next, a jackpot performance pattern selection process is executed to determine the content of the jackpot performance pattern (start demo performance pattern, round performance pattern, and end demo performance pattern) (step S1004). In this jackpot performance pattern selection process, a jackpot performance pattern table (not shown) is obtained, and a jackpot performance pattern random value is obtained from the performance lottery random number generation means 210, and one of the jackpot performance patterns is determined by lottery from among multiple types of jackpot performance patterns. The jackpot performance pattern number determined here is temporarily stored in the jackpot performance pattern storage area of the performance control information storage means 260. This jackpot performance pattern number includes, for example, the start demo pattern number, the round performance pattern number, and the end demo pattern number.
[0338] Next, the process for determining whether to perform a consecutive win animation within the held balls is executed (step S1005). In this process, if there is a held ball within the held balls that will result in a jackpot in the game state after the jackpot has ended (especially in the probability variation game state) when a jackpot game is executed, the process determines whether to perform a consecutive win animation within the held balls. If it is decided to perform a consecutive win animation within the held balls, the special consecutive win animation flag is turned on and a consecutive win animation pattern is selected.
[0339] Next, the jackpot animation replacement process is executed (step S1006). In this jackpot animation replacement process, if a consecutive win animation within the reserve (special consecutive animation) is executed, the normal start demo animation pattern and the normal end demo animation pattern are replaced with a special start demo animation pattern and a special end demo animation pattern. In this embodiment, the target of the pre-reading judgment in the consecutive win animation within the reserve is the subsequent activated reserve ball that exists at the start of the special game (at the end of the relevant variation) when the preceding activated reserve ball results in a jackpot. Therefore, even if an activated reserve ball that occurs during the special game is a specific reserve, the consecutive win animation judgment process within the reserve (step S1005) and the replacement process (step S1006) are not executed. However, if a specific reserve occurs during the special game, the system may be configured to execute the consecutive win animation judgment process within the reserve and the replacement process even during the special game, and replace the jackpot animation data set at the start of the special game.
[0340] Step S1007: The start demo performance pattern number, which was temporarily stored in the jackpot performance pattern storage area of the performance control information storage means 260 in steps S1004 and S1006 above, is transferred to the start demo performance storage area of the performance control information storage means 260 to set the start of the start demo performance.
[0341] Next, it is determined whether or not a round performance specification command is stored in the performance control information storage means 260 (step S1011). If a round performance specification command is stored (step S1007), the contents of the round performance specification command are analyzed and information indicating the number of rounds included in the contents of the command and the number of balls that have entered the big prize slot 64 is obtained (step S1012). This obtained information is stored in the big win performance content determination area of the performance control information storage means 260. Next, based on the information obtained in step S1012, the round number counter of the performance control information storage means 260 is updated (step S1013), and the big prize count counter of the performance control information storage means 260 is updated (step S1014). In this embodiment, since "14" prize balls are dispensed each time a game ball enters the big prize slot 64, the number of prize balls obtained is calculated by multiplying the number of balls that have entered the big prize slot 64 by "14".
[0342] Next, it is determined whether the pseudo-count flag of the performance control information storage means 260 is on or off (step S1015). The pseudo-count flag is a flag that is turned on when a pseudo-count performance is executed, which adds the number of rounds and the number of prize balls won in the previous special game to the number of rounds and the number of prize balls won in the subsequent special game and notifies the player of this. If the pseudo-count flag is on, that is, if a round performance (pseudo-count performance) is scheduled to be executed in the subsequent jackpot, the pseudo-round number addition process is executed (step S1016). In this pseudo-round number addition process, the number of round games executed in the previous special game (number of rounds: 10R) is added to the number of round games executed (number of rounds: 1R to 10R) stored in the round counter. As a result, in the special continuous performance, the first round game in the subsequent special game is notified as the 11th round game.
[0343] Next, a pseudo-addition process for the number of prize balls won is performed (step S1017). In this pseudo-addition process for the number of prize balls won, the number of prize balls that entered the big prize slot in the previous special game is added to the number of prize balls that entered the big prize slot in the big prize counter. As a result, in the special continuous performance, the number of prize balls won in the later special game is reported as the total number of prize balls won in the earlier and later special games.
[0344] In steps S1004 and S1006 above, the round performance pattern number temporarily stored in the jackpot performance pattern storage area of the performance control information storage means 260 is transferred to the round performance storage area of the performance control information storage means 260, along with the values of the round counter and the jackpot winnings counter, to set the start of the round performance (step S1018).
[0345] Next, it is determined whether or not an end demo command is stored in the performance control information storage means 260 (step S1021). If an end demo command is stored, the contents of the end demo command are analyzed and the information contained in the contents of this command is obtained (step S1022). This obtained information is stored in the jackpot performance content determination area of the performance control information storage means 260. Next, it is determined whether or not the special continuous performance flag of the performance control information storage means 260 is on (step S1023) and whether or not to execute the continuous performance within the held balls. If the special continuous performance flag is on, the value of the round count counter (number of rounds) and the value of the big win count counter (number of big wins) are temporarily stored in the jackpot storage area of the performance control information storage means 260 (step S1024). This is because, if the current jackpot corresponds to the previous jackpot in a special continuous performance, the final number of rounds and the number of big wins from the previous jackpot will be used in the pseudo-addition process (steps S1016, S1017) in the subsequent jackpot performance, and will therefore be stored as record information for the previous special game. For this reason, in the pseudo-addition process in steps S1016 and S1017, the values (number of rounds and number of big wins) stored in the subsequent jackpot memory area will be added. Next, the round counter and the number of big wins counter of the performance control information storage means 260 are cleared (steps S1025, S1026).
[0346] Next, it is determined whether the pseudo-count flag of the performance control information storage means 260 is on or off (step S1027). If the pseudo-count flag is on, it is turned off (step S1028). Next, it is determined whether the pending consecutive performance flag of the performance control information storage means 260 is on or off (step S1035). If the pending consecutive performance flag is on, it is turned off (step S1036).
[0347] Next, the ending demo performance pattern number temporarily stored in the jackpot performance pattern storage area of the performance control information storage means 260 in steps S1004 and S1006 above is transferred to the ending demo performance storage area of the performance control information storage means 260 to set the start of the ending demo performance. Step S1037). Based on the performance information acquired in steps S1005, S1007, S1018, and S1037, image control commands required for the jackpot performance are generated and these image control commands are set in the command storage area of the performance control information storage means 260 (Step S1038).
[0348] <Timer Interrupt Processing on the Performance Control Side> Figure 56 is a flowchart showing an example of timer interrupt processing on the performance control side. This timer interrupt processing is activated by a clock pulse at regular intervals and is executed to interrupt the main processing on the performance control side described above.
[0349] When a timer interrupt occurs, the contents of the registers in the performance control CPU 201 are saved to the stack area of the performance control RAM 203, and then the processes from step S1111 onwards are executed sequentially. During this timer interrupt processing, interrupts with priority level 2 or higher, such as performance control command reception interrupts from the main control board 100 and watchdog timer interrupts, are allowed (step S1111).
[0350] Next, port input / output processing is performed (step S1112). In this port input / output processing, input data processing and output data processing are performed using the I / O port circuit 204. In the input processing, various signals input to the I / O port circuit 204 are read and stored as input information. On the other hand, in the output processing, various control signals (motor control signals) temporarily stored in the performance control information storage means 260 are read and output from the I / O port circuit 204.
[0351] Next, the device control data output process is executed (step S1113). In this device control data output process, drive data for a predetermined time is read from the drive pattern data identified in the device management process (step S819) described above and set in the drive data storage area of the performance control information storage means 260. The drive data set in this process is data indicating control for a period of 1 ms corresponding to the interrupt period. Once the drive data is set in this process, in the next timer interrupt process, the said drive data is output from the I / O port circuit 204 to the motor driver 92. Therefore, in this device control data output process, the drive data is switched every interrupt period (1 ms) according to the drive pattern data.
[0352] Next, the performance timer update process is executed (step S1114). In this performance timer update process, the values of various performance timers used for performance operation control are decremented and updated at the interrupt period (e.g., 1ms). The performance timers include timers for managing the variation time of decorative symbols and timers for managing the timing of the occurrence of pre-announcement effects. The time schedule in the variation effect pattern is managed by these performance timers, and the timing of the drive timing of movable parts and the lighting timing of effect lamps 10 and 25 are managed on this time axis. The performance timers are also used in the device control data output process (step S1113) and lamp data update process (step S1118) within this performance control timer interrupt process.
[0353] Next, the button control timer update process is executed (step S1115). The value of the valid time management timer, which manages the effective operation time of the performance button 15, is updated by subtracting the interrupt period (1 ms in this embodiment). The effective operation time is the time during which the operation input of the performance button 15 is valid. Then, if there is performance information acquired according to the timer value updated in steps S1114 and S1115, an image control command required for the target performance is generated and this image control command is set in the command storage area of the performance control information storage means 260 (step S1116).
[0354] Next, the task control counter update process is executed (step S1117). In this task control counter update process, the value of the task counter ("0" to "15") is updated each time a timer interrupt occurs. Specifically, if the value of the task counter is between "0" and "14", 1 is added, and if the value of the task counter is "15", it is reset to "0". In other words, this task counter can have a cyclic period of 16ms. Various tasks (task processes) are assigned to the value of the task counter that has been updated, and according to the value of the task counter, processes such as the lamp control task (lamp data update process in step S1118), the runaway monitoring task (image CPU runaway monitoring process in step S1119), and the error management task (error management timer update process in step S1120) are executed. In this embodiment, one value from the task counter ("0" to "15") is assigned to the lamp control task, two other values (with an 8ms interval between them) are assigned to the runaway monitoring task, and the remaining value is assigned to the error management task (descriptions of the other tasks are omitted). As mentioned above, the task counter's cycle period is set to 16ms to match the minimum unit of 16ms for switching control of the effect lamps 10 and 25. This minimum unit of switching control for the effect lamps 10 and 25 corresponds to the time of one image frame, thus achieving synchronization between the image effect and the lamp effect.
[0355] Next, the lamp data update process is executed (step S1118). In this lamp data update process, lamp data for a predetermined time is read from the lamp pattern data identified in the device management process (step S819) described above and set. The lamp data set in this process is data that indicates the lighting control for 16ms, which is the smallest unit of switching control for the effect lamps 10 and 25. Once the lamp data is set, the lamp data is automatically output to the lamp connection board 91 via serial transfer from the output port (serial port). This lamp data output process is configured as a serial communication interrupt process and is realized by sequentially writing the lamp data to the transmit buffer of the serial communication circuit. The serial communication circuit serializes the lamp data in the transmit buffer in 1-byte units and outputs it to the lamp connection board 91 bit by bit in a manner synchronized with the serial clock. This process is repeated until the transmit buffer is empty, and as a result all the lamp data (all bytes) stored in the transmit buffer is output. Therefore, in this lamp data update process, the lamp data is switched every frame time (16ms) according to the lamp pattern, and this lamp data is output to the lamp connection board 91 via serial transfer. This lamp data update process is executed when the value of the task counter reaches a predetermined value (a value indicating the lamp control task) in the aforementioned task control counter update process (step S1117) (i.e., it is executed every 16ms).
[0356] Next, the image CPU runaway monitoring process is executed (step S1119). In this image CPU runaway monitoring process, the toggle signal input from the image control board 300 is monitored, and if the toggle signal does not change continuously for 800 to 1600 ms (approximately 50 to 100 frames), it is determined that the image control CPU 301 of the image control board 300 is in a runaway state, and a reset signal is sent from the performance control board 200 to the image control board 300. As a result, the image control board 300 performs a predetermined reset process due to the reset state of the image control CPU 301. The toggle signal is a waveform signal in which high level / low level alternates every frame time. This image CPU runaway monitoring process is executed when the value of the task counter reaches a predetermined value (a value indicating the image monitoring task) in the task control counter update process (step S1117) described above.
[0357] Next, the error management timer process is executed (step S1120). In this error management timer process, the value of the error effect timer, which manages the error effect time set in the error effect management process (step S817) described above, is decremented and updated. This error management timer process is executed when the value of the task counter reaches a predetermined value (a value indicating the error management task) in the task control counter update process (step S1117) described above. After enabling all interrupts and restoring the contents of the saved registers, the effect control timer interrupt process is terminated and the process returns to the original state before the interrupt occurred.
[0358] <Image Control Command Transmission Interrupt Processing> Figure 57 is a flowchart showing an example of image control command transmission interrupt processing. This image control command transmission interrupt processing occurs at predetermined intervals (500 μs).
[0359] In the interrupt processing for sending image control commands, first, the image control command buffer of the performance control information storage means 260 is checked (step S1131). Next, a read pointer is obtained in the image control command buffer (step S1132), and it is determined whether or not an image control command is stored in the image control command buffer (step S1133). Whether or not an image control command is stored can be confirmed, for example, by the read pointer and the write pointer. If the read pointer and the write pointer match, it means that no image control command is stored. If an image control command is stored (step S1133), the image control command is read from the area pointed to by the read pointer (step S1134). This read image control command is set in the output buffer of the serial communication circuit (not shown) designated as the output destination (step S1135). As a result, the image control command is transmitted serially from the serial port to the image control board 300. Next, the command data (the command data stored in step S1135 described above) is cleared (step S1136). Next, the read pointer is updated by incrementing it by 1 (step S1137). The interrupt processing for sending the image command is terminated, and the process returns to the original process before the interrupt.
[0360] <Performance Display> As described above, in the pachinko machine 1 according to this embodiment, the performance display device 70 mainly displays decorative symbols that change and are displayed in conjunction with the first special symbol or the second special symbol, as well as images of various performances including pre-announcement performances, and also displays the holding status of the first special symbol and the second special symbol.
[0361] In pachinko machine 1, decorative symbols are provided to display the game results indicated by the special symbols in an easy-to-understand manner for the player. The decorative symbols are displayed on the performance display device 70 (image display area 700) by the decorative symbol control of the performance control board 200 while the special symbols are being displayed by the special symbol control of the main control board 100. The decorative symbols include at least the normal decorative symbols (main decorative symbols) that are displayed as the main symbols on the performance display device 70 when the special symbols stop, as well as at least the simplified decorative symbols (sub-decorative symbols) that are displayed in a simplified form than the normal decorative symbols when the normal decorative symbols are difficult for the player to see. In this explanation, as an example, the main decorative symbols consist of three symbols: the left symbol, the middle symbol, and the right symbol. After the display of the symbols, they are stopped one by one in order, and the game result is indicated by the display pattern when the three symbols stop moving. For example, if the three symbols stop moving as the same symbol, it indicates that the game result is a jackpot. On the other hand, the sub-decorative symbols also consist of three symbols, and the game result is indicated by the way the three symbols are displayed when they stop moving. However, they differ from the main decorative symbols in that the three symbols stop simultaneously after the movement display. The combinations of symbols that stop for the sub-decorative symbols are the same as the combinations of symbols that stop for the main decorative symbols.
[0362] Furthermore, the performance control board 200 may be configured to display the main decorative symbol in a smaller size (or display an alternative symbol) for at least a portion of the time while a predetermined performance (for example, a predetermined pre-announcement performance that may occur before the establishment of a reach state, or a predetermined reach performance that may occur after the establishment of a reach state) is being performed, with respect to the display of decorative symbols in the performance display device 70 (image display area 700). You may choose to hide the main decorative pattern (and also choose not to display the alternative pattern), but even in such a situation, the sub-decorative patterns will always be displayed in a variable manner.
[0363] Figure 58 is a diagram illustrating the display of decorative patterns and the like in the performance display device. Figure 58 shows the specific display areas for decorative patterns and variable hold icons in the image display area 700 of the performance display device 70.
[0364] In Figure 58, three display areas are provided near the center of the image display area 700 of the performance display device 70, which serve as the display area for the changing main decorative symbols 710. From left to right, the left symbol 711, the middle symbol 712, and the right symbol 713 are displayed. In the following explanation, the main decorative symbol 710 may be abbreviated as decorative symbol 710. When a symbol is indicated by an arrow, as in the middle symbol 712 in Figure 58, it means that the target symbol is changing.
[0365] Furthermore, as shown in Figure 58, a display area for a sub-decorative symbol 720 is provided in the upper right corner of the image display area 700, which is smaller than the display area for the main decorative symbol 710. The sub-decorative symbol displays a changing display while the special symbol is changing, and displays a stopped display while the special symbol is stopped. Like the main decorative symbol 710, three symbols are used for both changing and stopped displays. By providing this sub-decorative symbol 720, it is possible to notify that the main decorative symbol 710 is changing (in other words, that the win / loss result has not yet been determined) even in situations where it is desired to make the main decorative symbol 710 smaller or to hide it. For example, in an SP reach effect (details will be described later), if an effect image is displayed in front of the main decorative symbol 710, the effect control board 200 can turn off the display of the main decorative symbol 710, while maintaining the display of the sub-decorative symbol 720. In other words, the sub-decorative symbol 720 can be said to be a symbol for display guarantee (to compensate for the display state of the main decorative symbol 710).
[0366] Furthermore, it is preferable that the sub-decorative symbol 720 continues to display its variation from the start of the variation of the special symbol until it displays a stop. In other words, even if the main decorative symbol 710 temporarily stops midway (for example, when a special main decorative symbol 710 that displays text such as "NEXT" in the symbol pseudo-stop effect described later is temporarily stopped), it is preferable that the sub-decorative symbol 720 is configured not to temporarily stop midway. For this reason, in this embodiment, the sub-decorative symbol 720 does not have special symbols such as the "NEXT" symbol, and the sub-decorative symbol 720 only performs a confirmed stop. Moreover, in order to prevent players from mistakenly believing that a losing variation is a jackpot, and to prevent players from realizing in advance that a jackpot variation is a jackpot, it is preferable that the sub-decorative symbol 720 displays its variation while maintaining a symbol combination that indicates a loss to the player, regardless of whether it is a losing variation or a jackpot variation. Specifically, for example, if the type of sub-decorative symbol 720 is "1 to 7", the symbol combination of sub-decorative symbol 720 will be displayed in a variable manner, such as "123" → "234" → ... → "567" → "671" → "712" → "123" → .... "Confirmed stop" refers to the definitive stop of the decorative symbols when the special symbols stop after one special symbol variation is complete (in other words, a stopping manner in which there is no further variation and the symbol combination of the decorative symbols does not change any further). "Temporary stop" and "provisional stop" refer to the temporary stop of one or more decorative symbols with slight fluctuations during a special symbol variation, at a timing earlier than "confirmed stop".
[0367] Furthermore, when the main decorative symbol 710 and sub-decorative symbol 720 start to move from a state where they are fixed and stopped, the starting symbol combination for the main decorative symbol 710 (the first symbol combination immediately after the start of the move) will be a symbol combination that has progressed by "1" from the symbol combination at the time of the fixed and stopped state. However, for the sub-decorative symbol 720, the starting symbol combination will be a predetermined symbol combination, regardless of the symbol combination at the time of the fixed and stopped state. Specifically, for example, when the main decorative symbol 710 and sub-decorative symbol 720 start to move from a state where both are fixed and stopped with the symbol combination "243", the starting symbol combination for the main decorative symbol 710 will be "354", but the starting symbol combination for the sub-decorative symbol 720 will be fixed at "123" (an example of a default value). For example, if both the main decorative symbol 710 and the sub-decorative symbol 720 are fixed and stopped at the "333" symbol combination, and then the main decorative symbol 710 and the sub-decorative symbol 720 start to change, the starting symbol combination for the main decorative symbol 710 will be "444," but the starting symbol combination for the sub-decorative symbol 720 will be fixed at "123" (an example of a default value), as in the example mentioned above.
[0368] The decorative patterns (main decorative pattern 710 and sub-decorative pattern 720) have been described in detail above, but the decorative patterns in this embodiment may also be configured to have the following features (1) to (9) in addition to those described above, and by configuring them in this way, the roles of the main decorative pattern 710 and the sub-decorative pattern can be clearly differentiated.
[0369] (1) The display area of the main decorative symbol 710, which is easily recognizable by the player, is larger than the display area of the sub-decorative symbol 720 used for display guarantee. This is not limited to situations where the main decorative symbol 710 and the sub-decorative symbol 720 are fixed in place, or immediately after the main decorative symbol 710 has formed a reach state (a reach state before it develops into an SP reach performance, for example, during a normal reach) when the sub-decorative symbol 720 is being displayed in a variable state, but is also preferable to be configured similarly when the main decorative symbol 710 is displayed as a small symbol and the sub-decorative symbol 720 is being displayed in a variable state, such as during an SP reach performance.
[0370] (2) The display position of the main decorative symbol 710 can be set to a different position depending on whether it is the first performance mode (for example, normal mode, or stage A in normal mode) or the second performance mode (for example, rush mode, or stage B in normal mode), thereby enabling diversity in the performances of the main decorative symbol 710 according to the performance mode. On the other hand, the sub-decorative symbol 720 only needs to play the role of compensating for the display state of the main decorative symbol 710, so it is preferable to set it to the same position regardless of whether it is the first or second performance mode, in order to avoid imposing an unnecessary burden on development and design. Here, "performance mode" refers to a set of multiple types that are prepared in advance so that different combinations of performances can be executed, and the player may be able to select from them by a predetermined operation, or they may be configured to switch (transition) automatically under predetermined conditions. When the pachinko machine 1 has multiple types of performance modes, it is determined which types of performances can be executed for each performance mode. In addition, predetermined game performances may appear with different performance content depending on the performance mode.
[0371] (3) The display mode of the main decorative symbols 710 is set to be different depending on whether it is the first performance mode (for example, normal mode, or stage A in normal mode) or the second performance mode (for example, rush mode, or stage B in normal mode), thereby ensuring durability of the performance by the main decorative symbols 710 according to the performance mode. For example, in the first performance mode, the main decorative symbols 710 are composed only of number symbols (main decorative symbols 710 such as "1", "2", ... "7"), and in the second performance mode, the main decorative symbols 710 are composed of a combination of number symbols and ally character symbols (main decorative symbols 710 such as "1" + "character a", "2" + "character b", ... "7" + "character g"). On the other hand, since the sub-decorative pattern 720 only needs to play the role of compensating for the display state of the main decorative pattern 710, it is preferable to avoid imposing an unnecessary burden on development and design by having it consist only of the same display pattern (for example, only number patterns) regardless of whether it is the first or second performance mode.
[0372] (4) The display area of the main decorative symbol 710 can be varied (moves, becomes a small symbol) according to the fluctuation status (for example, whether or not it is in a normal reach, whether or not it is in an SP reach performance, etc.), thereby allowing for diversity in the performance of the main decorative symbol 710. On the other hand, the sub-decorative symbol 720 only needs to play the role of compensating for the display state of the main decorative symbol 710, so it is preferable that its display area does not vary according to the fluctuation status (does not move, does not become a small symbol) to avoid imposing an unnecessary burden on development and design.
[0373] (5) The main decorative symbol 710 can be varied in its display by making its fluctuation speed vary to low speed, medium speed, high speed, or very high speed depending on the fluctuation situation (for example, at the start of the fluctuation, in the middle of the fluctuation, or just before the end of the fluctuation). On the other hand, the sub-decorative symbol 720 only needs to play the role of compensating for the display state of the main decorative symbol 710, so it is preferable not to make its fluctuation speed vary depending on the fluctuation situation, or to reduce the number of stages in which it varies (for example, to only have low speed and high speed), in order to avoid imposing an unnecessary burden on development and design.
[0374] (6) The main decorative symbol 710 will temporarily stop (a temporary stop during the variation of the special symbol, accompanied by slight fluctuations) before it makes a definitive stop (a stop at the timing when the special symbol stops), and in this case, by temporarily stopping a specific symbol of the main decorative symbol 710 other than a number (for example, the main decorative symbol 710 with the word "Super" written on it that foreshadows development to an SP reach effe...
Claims
[Claim 1] A reel unit comprising a plurality of reels on which reel tapes are attached to a reel frame, The reel tape has an identification mark at a predetermined position on its back surface that allows identification of which of the multiple reel tapes it is. The reel tape has at least a pattern area on which a pattern is drawn, a background area surrounding the pattern area, and an excess area. The excess region includes at least a non-printing region and a boundary region located between the non-printing region and the background region. The excess area is an area where, when the reel tape is attached to the corresponding reel frame, at least the area having the background area is superimposed. The predetermined position is located in the excess area, and when the reel tape is attached to the corresponding reel frame, the background area is located on the outer circumferential surface side of the excess area where the predetermined position is located, and overlaps with it. The ink on the inner surface side of the background region superimposed on the excess region when the reel tape is attached to the corresponding reel frame is substantially white. The reel tape has an adhesive member for attaching it to the reel frame, The width of the adhesive member in the shorter direction is narrower than the width over which the reel tape overlaps with the reel frame. The ink on the inner surface side of the design area is approximately white. The identification mark is visible from the inner circumferential surface of the reel even when the reel tape is attached to the corresponding reel frame. The predetermined position is a position where, when the reel tape is attached to the corresponding reel frame, at least a portion of it overlaps the reel frame. A gaming machine characterized by the following features.