Gaming machine
The gaming machine improves player engagement by setting operation validity periods and displaying effective period indications, addressing the lack of interest in conventional effect-focused gameplay.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2026-04-15
- Publication Date
- 2026-06-25
AI Technical Summary
Conventional gaming machines lack engagement and interest-enhancing effects, as players focus solely on the immediate result of operating an effect button, leading to procrastination until the effect is executed.
A gaming machine with a control panel that sets an operation validity period, displays an effective period indication object, and performs specific performances during this period, followed by a result sequence after the operation, enhancing visual effects.
Enhances player engagement and enjoyment by improving the visual effects and maintaining interest throughout the gameplay.
Smart Images

Figure 2026104958000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, when a game ball enters the start port, hold information is acquired. When the start condition is satisfied, a big winning combination lottery is performed based on the acquired hold information. When winning a big hit, a big winning combination game in which a large number of prize balls can be obtained is executed. Such gaming machines execute various effects, such as an effect suggesting the reliability of a big hit. For example, Patent Document 1 discloses a gaming machine in which a result effect suggesting reliability is executed by a player operating an effect button.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] As described above, in an effect in which a player operates an effect button, an image imitating the effect button is displayed, and it is suggested that it is within the valid period during which the operation is valid. However, in the conventional effect using an effect button, since the player's consciousness is concentrated only on the result effect executed after the effect button is simply operated, there is a problem that the player procrastinates until the result effect is executed.
[0005] An object of the present invention is to provide a gaming machine capable of improving the interest of a game by enhancing the effect of an effect.
Means for Solving the Problems
[0006] In order to solve the above problems, the gaming machine of the present invention A control panel that can be operated by the player, A validity period setting means sets an operation validity period during which the operation of the control unit becomes effective when a pre-set performance execution condition is met during gameplay. An execution means for executing a specific performance upon fulfillment of the aforementioned performance execution conditions, Equipped with, The aforementioned specific performance is, During the aforementioned validity period, an effective period indication object that suggests the operation is within the validity period is displayed together with or attached to a predetermined specific object; An end-of-performance sequence is performed when the operation unit is operated during the aforementioned operation validity period, in which the validity period indication object is hidden and the specific object performs a predetermined performance action. A result sequence is performed after the aforementioned post-show sequence, in which a predetermined image is displayed. It is characterized by including. [Effects of the Invention]
[0007] According to the present invention, the enjoyment of the game can be enhanced by improving the visual effects. [Brief explanation of the drawing]
[0008] [Figure 1] This is a perspective view of the gaming machine according to this embodiment, showing the door in an open state. [Figure 2] This is a front view of the gaming machine according to this embodiment. [Figure 3] This is a block diagram of the gaming machine according to this embodiment. [Figure 4] This is the address map of the memory area used by the main CPU according to this embodiment. [Figure 5] This figure illustrates the random number determination table for determining a jackpot during low probability periods according to this embodiment. [Figure 6] This figure illustrates the random number determination table for determining a jackpot during high probability mode according to this embodiment. [Figure 7] This figure illustrates the random number generation table for determining the winning pattern according to this embodiment. [Figure 8] It is a diagram for explaining the reach group determination random number determination table according to this embodiment. [Figure 9] It is a diagram for explaining the reach mode determination random number determination table according to this embodiment. [Figure 10] It is a diagram for explaining the variation pattern random number determination table according to this embodiment. [Figure 11] It is a diagram for explaining the variation time determination table according to this embodiment. [Figure 12] It is a diagram for explaining the special electric accessory operation ram set table according to this embodiment. [Figure 13] It is a diagram for explaining the game state setting table for setting the game state after the end of the big role game according to this embodiment. [Figure 14] It is a diagram for explaining the hit determination random number determination table according to this embodiment. [Figure 15] (a) is a diagram for explaining the normal symbol variation time data table according to this embodiment, and (b) is a diagram for explaining the opening / closing control pattern table according to this embodiment. [Figure 16] It is a diagram for explaining the game machine state flag according to this embodiment. [Figure 17] It is the first flowchart for explaining the CPU initialization process in the main control board according to this embodiment. [Figure 18] It is the second flowchart for explaining the CPU initialization process in the main control board according to this embodiment. [Figure 19] It is a flowchart for explaining the sub-command group set process in the main control board according to this embodiment. [Figure 20] It is a flowchart for explaining the power-off save process in the main control board according to this embodiment. [Figure 21] It is a flowchart for explaining the timer interrupt process in the main control board according to this embodiment. [Figure 22] It is a flowchart for explaining the setting-related process in the main control board according to this embodiment. [Figure 23]This is a flowchart illustrating the switch management process in the main control board according to this embodiment. [Figure 24] This is a flowchart illustrating the gate passage process in the main control board according to this embodiment. [Figure 25] This is a flowchart illustrating the first start port passage process in the main control board according to this embodiment. [Figure 26] This is a flowchart illustrating the second start port passage process in the main control board according to this embodiment. [Figure 27] This is a flowchart illustrating the special pattern random number acquisition process in the main control board according to this embodiment. [Figure 28] This is a flowchart illustrating the performance determination process at the time of acquisition in the main control board according to this embodiment. [Figure 29] This diagram illustrates the special game management phase according to this embodiment. [Figure 30] This is a flowchart illustrating the special game management process in the main control board according to this embodiment. [Figure 31] This is a flowchart illustrating the special symbol variation waiting process in the main control board according to this embodiment. [Figure 32] This is a flowchart illustrating the special symbol hit detection process in the main control board according to this embodiment. [Figure 33] This is a flowchart illustrating the special symbol variation number determination process in the main control board according to this embodiment. [Figure 34] This is a flowchart illustrating the special symbol variation processing in the main control board according to this embodiment. [Figure 35] This is a flowchart illustrating the special symbol stop symbol display process in the main control board according to this embodiment. [Figure 36] This is a flowchart illustrating the fluctuating state update process in the main control board according to this embodiment. [Figure 37] This flowchart illustrates the pre-processing for opening the main prize slot in the main control board according to this embodiment. [Figure 38] This flowchart illustrates the opening and closing switching process for the main prize slot in the main control board according to this embodiment. [Figure 39] This is a flowchart illustrating the control process for opening the main prize slot in the main control board according to this embodiment. [Figure 40] This flowchart illustrates the process for closing the main prize slot in the main control board according to this embodiment. [Figure 41] This is a flowchart illustrating the large prize entry end-of-processing wait in the main control board according to this embodiment. [Figure 42] This diagram illustrates the normal game management phase according to this embodiment. [Figure 43] This is a flowchart illustrating the normal game management process in the main control board according to this embodiment. [Figure 44] This flowchart illustrates the normal pattern change waiting process in the main control board according to this embodiment. [Figure 45] This is a flowchart illustrating the processing during normal pattern variation in the main control board according to this embodiment. [Figure 46] This is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to this embodiment. [Figure 47] This is a flowchart illustrating the pre-processing for opening the ordinary electric prize entry slot in the main control board according to this embodiment. [Figure 48] This flowchart illustrates the switching process for opening and closing the ordinary electric prize slot in the main control board according to this embodiment. [Figure 49] This is a flowchart illustrating the control process for opening the ordinary electric prize slot in the main control board according to this embodiment. [Figure 50] This is a flowchart illustrating the process for closing the ordinary electric prize entry slot in the main control board according to this embodiment. [Figure 51] This flowchart illustrates the normal electric prize entry point end-of-wait processing in the main control board according to this embodiment. [Figure 52]This figure illustrates an example of a variation animation for a variation pattern without a reach according to this embodiment. [Figure 53] This figure illustrates an example of a variation animation for a normal reach variation pattern according to this embodiment. [Figure 54] This figure illustrates an example of a variation in the development reach variation pattern when a loss occurs according to this embodiment. [Figure 55] This figure illustrates an example of a variation in the development reach variation pattern during a big win according to this embodiment. [Figure 56] This figure illustrates an example of a variation animation when the reach development animation according to this embodiment is executed twice. [Figure 57] This figure illustrates an example of a variation animation for a pseudo-continuous reach variation pattern according to this embodiment. [Figure 58] This diagram illustrates the variable performance determination table according to this embodiment. [Figure 59] This is the first diagram illustrating an example of a first button presentation according to this embodiment. [Figure 60] This is a second diagram illustrating an example of the first button presentation according to this embodiment. [Figure 61] This is a time chart for the first button effect according to this embodiment. [Figure 62] This diagram illustrates the character determination table according to this embodiment. [Figure 63] This figure illustrates an example of a second button presentation according to this embodiment. [Figure 64] This is a time chart for the second button effect according to this embodiment. [Figure 65] This is a flowchart illustrating the sub-CPU initialization process in the sub-control board according to this embodiment. [Figure 66] This is a flowchart illustrating the sub-timer interrupt processing in the sub-control board according to this embodiment. [Figure 67] This is a flowchart illustrating the variable command reception process in the sub-control board according to this embodiment. [Modes for carrying out the invention]
[0009] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values shown in these embodiments are merely examples to facilitate understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustrations.
[0010] To facilitate understanding of the embodiments of the present invention, the mechanical and electrical configurations of the gaming machine according to this embodiment, as well as the specific processing on each circuit board, will be described.
[0011] Figure 1 is a perspective view of the gaming machine 100 according to this embodiment, showing the door in an open state. As shown in the figure, the gaming machine 100 comprises an outer frame 102 in which a surrounding space is formed by four sides arranged in a substantially rectangular shape, an inner frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the inner frame 104 so as to be openable and closable by a hinge mechanism.
[0012] The inner frame 104, like the outer frame 102, has a surrounding space formed by four sides arranged in a roughly rectangular shape, and the game board 108 is held in this surrounding space. The front frame 106 holds a glass or resin transparent plate 110. When these inner frame 104 and front frame 106 are closed relative to the outer frame 102, the game board 108 and the transparent plate 110 face each other roughly parallel to maintain a predetermined distance, and the game board 108 becomes visible from the front side of the gaming machine 100 through the transparent plate 110.
[0013] Figure 2 is a front view of the gaming machine 100 according to this embodiment. As shown in this figure, an operating handle 112 is provided at the lower part of the front frame 106, protruding towards the front of the gaming machine 100. This operating handle 112 is provided so that it can be rotated by the player, and when the player rotates the operating handle 112 to perform a launching operation, a game ball is launched by a launching mechanism (not shown) with a force corresponding to the rotation angle of the operating handle 112. The game ball launched in this manner rises between rails 114a and 114b provided on the game board 108 and is guided to the game area 116.
[0014] The game area 116 is a space formed between the game board 108 and the permeable plate 110, and is an area in which game balls can flow or roll. The game board 108 is equipped with numerous nails and windmills, and game balls guided into the game area 116 collide with the nails and windmills, causing them to flow or roll in irregular directions.
[0015] The game area 116 comprises a first game area 116a and a second game area 116b, which differ in the degree to which game balls enter each other depending on the launch strength of the launching mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from a player facing the game machine 100, and the second game area 116b is located on the right side of the game area 116 as viewed from a player facing the game machine 100. Since the rails 114a and 114b are on the left side of the game area 116, game balls launched by the launching mechanism with a launch strength below a predetermined strength enter the first game area 116a, and game balls launched with a launch strength of a predetermined strength or greater enter the second game area 116b.
[0016] Furthermore, the game area 116 is provided with a general prize entry point 118, a first start entry point 120, and a second start entry point 122 into which game balls can be entered. When a game ball enters one of these general prize entry points 118, the first start entry point 120, or the second start entry point 122, a predetermined number of prize balls are dispensed to the player. The number of prize balls dispensed can be any number, one or more, and the number of prize balls dispensed from each of the general prize entry point 118, the first start entry point 120, and the second start entry point 122 may be different or the same. In this case, it is also possible to set the number of prize balls dispensed when a game ball enters the first start entry point 120 to be less than the number of prize balls dispensed when a game ball enters the second start entry point 122.
[0017] As will be explained in more detail later, a first starting area is provided within the first starting opening 120, and a second starting area is provided within the second starting opening 122. When a game ball enters the first starting opening 120 or the second starting opening 122 and enters the first starting area or the second starting area, a lottery is held to determine one of several pre-determined special symbols. Each special symbol is associated with various game benefits, such as whether or not a major or minor winning game that is advantageous to the player can be performed, or what kind of game state the subsequent game will be in. Therefore, when a game ball enters the first starting opening 120 or the second starting opening 122, the player not only wins a predetermined prize ball, but also gains the opportunity to acquire the right to receive various game benefits.
[0018] The first starting opening 120 is located below the game area 116, and is positioned such that only game balls flowing down the first game area 116a can enter it, or it is positioned in a way that makes it easier for game balls that have entered the first game area 116a to enter than for game balls that have entered the second game area 116b.
[0019] Furthermore, the second starting port 122 is located in the second game area 116b, and only game balls flowing down the second game area 116b can enter it, or it is positioned so that game balls entering the second game area 116b are more likely to enter than game balls entering the first game area 116a. This second starting port 122 is composed of a variable starting port (variable starting prize entry device) having a movable piece 122b, so that the ease with which game balls can enter the second starting port 122 is variable.
[0020] Specifically, the second starting opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in the closed position, it is impossible or difficult for game balls to enter the second starting opening 122. The specific configuration of the second starting opening 122 is not particularly limited, but here, the movable piece 122b is assumed to be retracted into the rear side of the game board 108 when in the closed position, and to protrude into the front side of the game board 108 when in the open position. When the movable piece 122b is retracted and in the closed position, the second starting opening 122 is closed, and game balls flow down the front side of the second starting opening 122.
[0021] In response to this, when a game ball passes through the gate 124 provided in the first game area 116a and the second game area 116b, or when a game ball enters the regular symbol operation opening 125 provided in the second game area 116b, it is determined whether or not to perform an auxiliary game in which the second start opening 122 is opened. If it is determined that the auxiliary game should be performed, an auxiliary game is executed in which the second start opening 122 is opened and closed. More specifically, a lottery for regular symbols, described later, is performed based on whether a game ball has passed through the gate 124 or entered the regular symbol operation opening 125. If a winning combination is selected in this lottery, the movable piece 122b is controlled to be open for a predetermined time.
[0022] When the movable piece 122b is in the open position, the game balls flowing down the front side of the second start opening 122 fall onto the movable piece 122b. The game balls that fall onto the movable piece 122b are guided by the movable piece 122b and led to the second start opening 122. In this way, when the movable piece 122b is in the open position, it functions as a receptacle that guides the game balls to the second start opening 122, making it easier for the game balls to enter the second start opening 122.
[0023] Furthermore, a first large prize opening 126 and a second large prize opening 128 are provided at the bottom of the game area 116. The first large prize opening 126 and the second large prize opening 128 are positioned so that game balls flowing down the second game area 116b can enter them. The first large prize opening 126 is provided with an opening / closing door 126b that can be opened and closed. Normally, the opening / closing door 126b closes the first large prize opening 126, making it impossible for game balls to enter the first large prize opening 126. However, when the aforementioned small prize game is played, the opening / closing door 126b is opened and functions as a receiving tray, making it possible for game balls to enter the first large prize opening 126. When a game ball enters the first large prize opening 126, a predetermined amount of prize balls is paid out to the player.
[0024] Furthermore, the second major prize slot 128 is equipped with an opening / closing door 128b that can be opened and closed. Normally, the opening / closing door 128b closes the second major prize slot 128, making it impossible for game balls to enter it. However, when the aforementioned major prize game is performed, the opening / closing door 128b opens and functions as a receiving tray, allowing game balls to enter the second major prize slot 128. When game balls enter the second major prize slot 128, a predetermined amount of prize balls are paid out to the player. The first major prize slot 126 and the second major prize slot 128 are collectively referred to simply as the major prize slots.
[0025] Furthermore, at the bottom of the game area 116, there is an outlet 130 for discharging game balls that did not enter any of the general prize entry points 118, the first start entry point 120, the second start entry point 122, the first major prize entry point 126, or the second major prize entry point 128 from the game area 116 to the back side of the game board 108.
[0026] Furthermore, the gaming machine 100 is equipped with a performance device that performs effects during gameplay, including a performance display device 200 consisting of a liquid crystal display, a performance mechanism device 202 consisting of a movable device, a performance lighting device 204 consisting of lamps that can be controlled to various lighting patterns and colors, an audio output device 206 consisting of a speaker, and performance buttons 208 that accept input from the player.
[0027] The performance display device 200 comprises a main performance display unit 200a and a sub-performance display unit 201a, both consisting of an image display unit for displaying images. The main performance display unit 200a is positioned approximately in the center of the game board 108, visible from the front of the game machine 100. As shown in the figure, performance symbols 210a, 210b, and 210c are displayed in this main performance display unit 200a in a variable manner, and a variable performance is executed in which the result of the big win lottery is notified to the player based on the stopping display pattern of each of these performance symbols 210a, 210b, and 210c. The sub-performance display unit 201a is provided above the main performance display unit 200a and displays auxiliary performance images during the variable performance.
[0028] The special effects device 202 is positioned in front of the main display unit 200a and is normally retracted to the back of the game board 108. However, during the display of the above-mentioned special effects symbols 210a, 210b, and 210c, it moves to the front of the main display unit 200a to give the player a sense of anticipation for a big win.
[0029] The special effects lighting device 204 is installed on the special effects mechanism 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main special effects display unit 200a.
[0030] The audio output device 206 is located at the top of the front frame 106 and at the bottom of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images and other information displayed on the main display unit 200a.
[0031] The performance button 208 is a button that accepts a press operation from the player and is located approximately in the center of the width direction of the gaming machine 100 and below the transparent plate 110. This performance button 208 is activated in accordance with the image displayed on the main performance display unit 200a, and when the player's operation is accepted within the valid operation time, various performances are executed according to that operation.
[0032] The directional pad 209 consists of four buttons—up, down, left, and right—that accept player input, and is located near the effect button 208. The effect button 208 and the directional pad 209 are sometimes used to adjust various settings.
[0033] In the diagram, reference numeral 132 indicates an upper tray into which prize balls dispensed from the gaming machine 100 and game balls dispensed from the game ball dispensing device are led. When this upper tray 132 is full of game balls, the game balls are led to the lower tray 134. The bottom surface of the lower tray 134 has a ball release hole (not shown) for discharging game balls from the lower tray 134. This ball release hole is normally closed by an opening / closing plate (not shown), but by pressing in the ball release knob 134a, the opening / closing plate slides together with the ball release knob 134a, making it possible to discharge game balls from the ball release hole to the bottom of the lower tray 134.
[0034] Furthermore, the game board 108 is equipped with a first special symbol indicator 160, a second special symbol indicator 162, a first special symbol hold indicator 164, a second special symbol hold indicator 166, a regular symbol indicator 168, a regular symbol hold indicator 170, and a right-hand shooting notification indicator 172, located outside the game area 116 and visible to the player. Each of these indicators 160 to 172 is a device for displaying various situations related to the game, and their details will be described later.
[0035] (Internal configuration of the control system) Figure 3 is a block diagram showing the internal configuration of the control means for controlling the progress of the game according to this embodiment.
[0036] The main control board 300 controls the basic operation of the game. This main control board 300 is equipped with a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads the program stored in the main ROM 300b based on input signals from various detection switches and timers, performs calculations, directly controls various devices and displays, or sends commands to other boards according to the results of the calculations. The main RAM 300c functions as a data work area during calculations performed by the main CPU 300a.
[0037] The gaming machine 100 of this embodiment is broadly divided into two types: a special game which is started by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game which is started by the entry of a game ball through the gate 124 (a game ball entering the normal operation port 125). The main ROM 300b of the main control board 300 stores various programs for running the special game and the normal game, as well as data and tables necessary for each type of game.
[0038] The main control board 300 is connected to the following switches: a general prize entry detection switch 118s for detecting when a game ball enters the general prize entry
[0039] Furthermore, a confluence passage is provided on the back of the game board 108, and game balls that enter the general prize pocket 118, the first start pocket 120, the second start pocket 122, the first major prize pocket 126, and the second major prize pocket 128, respectively, and game balls that are guided to the back side from the discharge pocket 130, merge in the confluence passage and are guided to the equipment of the game hall. The out ball detection switch 130s is provided in the confluence passage, and all game balls discharged from the game area 116, in other words, all game balls launched into the game area 116, are detected by the out ball detection switch 130s.
[0040] Furthermore, the main control board 300 is connected to a standard electric mechanism solenoid 122c that operates the movable piece 122b of the second start opening 122, a first large prize opening solenoid 126c that operates the opening / closing door 126b that opens and closes the first large prize opening 126, and a second large prize opening solenoid 128c that operates the opening / closing door 128b that opens and closes the second large prize opening 128. The main control board 300 controls the opening and closing of the second start opening 122, the first large prize opening 126, and the second large prize opening 128.
[0041] Furthermore, the main control board 300 is connected to the first special symbol indicator 160, the second special symbol indicator 162, the first special symbol hold indicator 164, the second special symbol hold indicator 166, the normal symbol indicator 168, the normal symbol hold indicator 170, and the right-hand hit notification indicator 172, and the main control board 300 controls the display of each of these indicators.
[0042] Furthermore, the gaming machine 100 is equipped with multiple abnormality detection sensors 174 that detect potential abnormalities or fraudulent activity, such as a radio wave detection sensor for detecting radio waves, a magnetic detection sensor for detecting magnetism, and a door open sensor for detecting the open state of the middle frame 104 and the front frame 106. An abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0043] Furthermore, a setting change switch 180s is provided on the back of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. When the setting change switch 180s is turned ON, it becomes possible to change and check the setting value. As will be described in more detail later, in this embodiment, one of six setting values with different degrees of advantage is stored as a registered setting value in the setting value buffer, and the game proceeds according to the stored registered setting value.
[0044] Furthermore, a RAM clear button is provided on the back of the game board 108 so that it can be pressed, and the pressing of this RAM clear button is detected by the RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. If a RAM clear operation signal is input from the RAM clear switch 182s when the power is turned on, the main CPU 300a clears the main RAM 300c.
[0045] Furthermore, a performance display monitor 184 is provided on the back of the game board 108. The main control board 300 displays registered settings and base ratios on the performance display monitor 184.
[0046] Furthermore, the main control board 300 is connected to the dispensing control board 310 and the sub-control board 330.
[0047] The payout control board 310 controls the launching of game balls and the payout of prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 in a bidirectional manner. A game information output terminal board 312 is connected to this payout control board 310, and various information regarding the progress of the game output from the main control board 300 is output to the hall computer of the amusement parlor via the payout control board 310 and the game information output terminal board 312.
[0048] Furthermore, a payout motor 314 is connected to the payout control board 310 for dispensing game balls stored in the storage unit to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout quantity specification command transmitted from the main control board 300 to dispense a predetermined number of prize balls to the player. At this time, the number of game balls dispensed is detected by the payout ball counting switch 316s, and it is determined whether the prize balls that should have been dispensed have been dispensed to the player.
[0049] Furthermore, the payout control board 310 is connected to a tray full detection switch 318s that detects when the lower tray 134 is full. This tray full detection switch 318s is installed in the passage that guides the game balls to be paid out as prize balls to the lower tray 134, and each time a game ball passes through this passage, a game ball detection signal is input to the payout control board 310.
[0050] When the lower tray 134 is filled with more than a predetermined amount of game balls, the game balls accumulate in the passage leading to the lower tray 134, and a game ball detection signal is continuously input from the tray full detection switch 318s to the payout control board 310. When the game ball detection signal is continuously input for a predetermined time, the payout control board 310 determines that the lower tray 134 is full and sends a tray full command to the main control board 300. On the other hand, if the continuous input of the game ball detection signal is interrupted after sending the tray full command, the payout control board 310 determines that the full state has been released and sends a tray full release command to the main control board 300.
[0051] Furthermore, the payout control board 310 is connected to a launch control circuit 320 in a bidirectional manner. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes the launch. The launch control circuit 320 is connected to a touch sensor 112s, which is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operating volume 112a, which detects the operating angle of the operating handle 112. When signals are input from the touch sensor 112s and the operating volume 112a, the launch control circuit 320 controls the launch solenoid 112c provided on the game ball launching device to energize and launch the game ball.
[0052] The sub-control board 330 primarily controls various effects during gameplay and standby. This sub-control board 330 is equipped with a sub-CPU 330a, sub-ROM 330b, sub-RAM 330c, and RTC 330d, and is connected to the main control board 300 in a one-way communication manner from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads the program stored in the sub-ROM 330b and performs calculations based on commands transmitted from the main control board 300 and input signals from timers, and also executes and controls the effects. At this time, the sub-RAM 330c functions as a data work area during the calculations performed by the sub-CPU 330a.
[0053] Specifically, the sub-control board 330 performs image display control to display images on the main performance display unit 200a and the sub-performance display unit 201a. The sub-ROM 330b stores a large amount of various image data to be displayed on the main performance display unit 200a and the sub-performance display unit 201a, and the sub-CPU 330a reads the image data from the sub-ROM 330b into a VRAM (not shown) and controls the image display on the main performance display unit 200a and the sub-performance display unit 201a.
[0054] Furthermore, the sub-control board 330 operates the performance device 202 and controls the lighting of the performance lighting device 204, as well as controlling the audio output to output sound from the audio output device 206. In addition, when an operation detection signal is input from the performance button detection switch 208s, which detects when the performance button 208 is pressed, and the directional key detection switch 209s, which detects when the directional key 209 is pressed, it performs predetermined processing.
[0055] Each circuit board is connected to a power supply board (not shown), and power is supplied to each board from the commercial power supply via the power supply board. The power supply board also has a backup power supply consisting of capacitors. The RTC330d, located on the sub-control board 330, receives power from this backup power supply to measure the current time.
[0056] Figure 4 is an address map of the memory area used by the main CPU 300a according to this embodiment. In Figure 4, addresses are shown in hexadecimal, and "H" indicates a hexadecimal number. As shown in Figure 4, the memory area used by the main CPU 300a includes the memory area allocated to the main ROM 300b (0000H to 2FFFH) and the memory area allocated to the main RAM 300c (F000H to F3FFH).
[0057] The memory area of the main ROM 300b is provided with a used area (0000H~1A7AH) for storing programs and data for controlling the progress of the game, and an unused area (2000H~2BFFH) other than the used area for storing programs and data for performing tests as defined by the gaming machine regulations and for displaying the performance display monitor 184 (including processing for calculating the base ratio to be displayed on the performance display monitor 184).
[0058] The main ROM 300b's usable area includes a program area (0000H~0A89H) where programs for controlling the game's progress are stored, an unused area (0A8AH~0FFFH), and a data area (1000H~1A7AH) where data other than programs is stored. Note that the usable area may be excluded from the unused area (0A8AH~0FFFH).
[0059] The unused area of the main ROM 300b includes a program area (2000H~27FFH) where programs for performing tests stipulated by the gaming machine regulations and for displaying the performance display monitor 184 are stored, and a data area (2800H~2BFFH) where data other than these programs is stored.
[0060] In addition to the used and unused memory areas, the main ROM 300b also includes an unused area (1A7BH~1DFFH), a ROM comment area (1E00H~1EFFH) where arbitrary data such as the program title and version are stored, an unused area (1F00H~1FFFH), an unused area (2C00H~2FBFH), and a program management area (2FC0H~2FFFH) where information necessary for the main CPU 300a to execute the program is stored.
[0061] The memory area of the main RAM 300c is divided into a used area (F000H~F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H~F228H) that is not used when a program for performing tests as defined by the gaming machine regulations or for displaying the performance display monitor 184 is being executed.
[0062] The main RAM 300c's used area includes a work area (F000H~F12AH) that is temporarily used when a program to control the progress of the game is being executed, an unused area (F12BH~F1D7H), and a stack area (F1D8H~F1FFH) for temporarily saving data while the program to control the progress of the game is being executed. Note that the used area may be excluded from the unused area (F12BH~F1D7H).
[0063] The unused area of the main RAM 300c includes a work area (F210H~F21FH) that is temporarily used when programs for performing tests stipulated by the gaming machine regulations or for displaying the performance display monitor 184 are being executed, and a stack area (F220H~F228H) that temporarily saves data when these programs are being executed.
[0064] Furthermore, in addition to the used and unused memory areas, the main RAM300c also includes unused areas (F200H~F20FH) and unused areas (F229H~F3FFH).
[0065] Thus, the main ROM 300b and main RAM 300c are provided with separate areas for use, which are used to control the progress of the game, and for use, which are used to perform processes for conducting tests as defined by the gaming machine regulations and for controlling the display of the performance display monitor 184.
[0066] Furthermore, in the main RAM 300c, a 16-byte unused area (F200H~F20FH) is provided between the used area and the unused area. This unused area (F200H~F20FH) is set as a boundary area separating the used area and the unused area, clearly defining the boundary between the used area and the unused area. This prevents the unused area from being used when a program to control the progress of the game is being executed, and prevents the used area from being used when a program for performing tests stipulated in the gaming machine regulations or for controlling the display of the performance display monitor 184 is being executed.
[0067] The unused area between the used and unused areas only needs to be at least 1 byte, but from a security standpoint, it is preferable to have at least 4 bytes, and even more preferable to have at least 16 bytes. In addition, writing and reading data from the unused area is prohibited, but from a security standpoint, it may be set to be cleared at predetermined intervals.
[0068] Next, the gameplay in the gaming machine 100 of this embodiment will be explained along with the various tables stored in the main ROM 300b.
[0069] As described above, the gaming machine 100 of this embodiment has two types of games, special games and regular games, that proceed in parallel. When these two games are played, the game proceeds in one of the game states which is a combination of either a low-probability game state or a high-probability game state and either a non-time-saving game state or a time-saving game state.
[0070] Details of each game state will be described later, but the low-probability game state is a game state in which the probability of acquiring the right to perform a major prize game in which the first major prize slot 126 and the second major prize slot 128 are opened is set to be low, and the high-probability game state is a game state in which the probability of acquiring the right to perform a major prize game is set to be high.
[0071] Furthermore, the non-time-saving game state is a game state in which the movable piece 122b is less likely to open and game balls are less likely to enter the second start opening 122, while the time-saving game state is a game state in which the movable piece 122b is more likely to open than in the non-time-saving game state and game balls are more likely to enter the second start opening 122. The initial state of the game machine 100 is set to the low-probability game state and the non-time-saving game state, and in this embodiment, this game state is referred to as the normal game state.
[0072] When a player operates the control handle 112 to launch a game ball into the game area 116, and the game ball flowing down the game area 116 enters the first start opening 120 or the second start opening 122, a lottery is held to determine whether or not the player is awarded a game prize (hereinafter referred to as the "Big Prize Lottery"). If the Big Prize Lottery results in a Big Win or a Small Win, the first Big Prize opening 126 and the second Big Prize opening 128 are opened, and a Big Prize game or Small Prize game is executed, allowing game balls to enter the first Big Prize opening 126 and the second Big Prize opening 128. Furthermore, the game state after the Big Prize game ends is set to one of the above game states. The Big Prize Lottery method will be explained below.
[0073] As will be explained in more detail later, when a game ball enters the first start port 120 or the second start port 122, various random values related to the big prize lottery (jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variation pattern random number) are acquired, and each of these random values is stored in the special symbol reserve memory area of the main RAM 300c. Hereafter, the various random numbers stored in the special symbol reserve memory area when a game ball enters the first start port 120 will be collectively referred to as Special 1 Reserve, and the various random numbers stored in the special symbol reserve memory area when a game ball enters the second start port 122 will be collectively referred to as Special 2 Reserve.
[0074] The main RAM 300c's special symbol hold memory area comprises a first special symbol hold memory area and a second special symbol hold memory area. The first and second special symbol hold memory areas each have four memory units (first to fourth memory units). When a game ball enters the first start port 120, special symbol 1 hold is stored sequentially starting from the first memory unit of the first special symbol hold memory area, and when a game ball enters the second start port 122, special symbol 2 hold is stored sequentially starting from the first memory unit of the second special symbol hold memory area.
[0075] For example, when a game ball enters the first start opening 120, if no hold is stored in any of the first to fourth memory units of the first special symbol hold memory area, special hold 1 is stored in the first memory unit. Also, for example, if special hold 1 is stored in the first to third memory units, and a game ball enters the first start opening 120, special hold 1 is stored in the fourth memory unit. Similarly, when a game ball enters the second start opening 122, special hold 2 is stored in the memory unit with the smallest number (ordinal number) among the first to fourth memory units of the second special symbol hold memory area, provided that special hold 2 is not already stored in that unit.
[0076] However, the number of special 1 reserves (X1) and special 2 reserves (X2) that can be stored in the first special reserve memory area and the second special reserve memory area are set to four, respectively. Therefore, for example, when a game ball enters the first start opening 120, if four special 1 reserves are already stored in the first special reserve memory area, no new special 1 reserves will be stored as a result of the game ball entering the first start opening 120. Similarly, when a game ball enters the second start opening 122, if four special 2 reserves are already stored in the second special reserve memory area, no new special 2 reserves will be stored as a result of the game ball entering the second start opening 122.
[0077] Figure 5 is a diagram illustrating the low-probability jackpot determination random number determination table according to this embodiment. When a game ball enters the first start port 120 or the second start port 122, one jackpot determination random number is obtained from the range of 0 to 65535. Then, when the jackpot lottery is started, that is, when the jackpot is determined, a jackpot determination random number determination table is selected according to the game state, and the jackpot lottery is performed using the selected jackpot determination random number determination table and the obtained jackpot determination random number.
[0078] In a low-probability game state, when initiating a major prize draw for Special 1 and Special 2 reserves, the low-probability jackpot determination random number table is referenced. In this embodiment, six setting values with different degrees of advantage are provided, and a low-probability jackpot determination random number table is provided for each setting value. During gameplay, the setting value is set to one of the six levels, and the major prize draw is performed by referencing the low-probability jackpot determination random number table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).
[0079] In a low-probability game state, when the setting value is set to 1 (registered setting value = 1), the big win lottery is conducted by referring to the low-probability big win determination random number table a shown in Figure 5(a). According to this low-probability big win determination random number table a, a big win is determined if the big win determination random number is between 10001 and 10218, a small win is determined if the big win determination random number is between 20001 and 21310, and a loss is determined if any other big win determination random number is used. Therefore, the probability of a big win in this case is approximately 1 / 300.6, and the probability of a small win is approximately 1 / 50.
[0080] In a low-probability game state, when the setting value is set to 2 (registered setting value = 2), the big win lottery is conducted by referring to the low-probability big win determination random number table b shown in Figure 5(b). According to this low-probability big win determination random number table b, a big win is determined if the big win determination random number is between 10001 and 10225, a small win is determined if the big win determination random number is between 20001 and 21310, and a loss is determined if any other big win determination random number is used. Therefore, the probability of a big win in this case is approximately 1 / 291.2, and the probability of a small win is approximately 1 / 50.
[0081] In a low-probability game state, when the setting value is set to 3 (registered setting value = 3), the big win lottery is conducted by referring to the low-probability big win determination random number table c shown in Figure 5(c). According to this low-probability big win determination random number table c, a big win is determined if the big win determination random number is between 10001 and 10232, a small win is determined if the big win determination random number is between 20001 and 21310, and a loss is determined if any other big win determination random number is used. Therefore, the probability of a big win in this case is approximately 1 / 282.4, and the probability of a small win is approximately 1 / 50.
[0082] In a low-probability game state, when the setting value is set to 4 (registered setting value = 4), the big win lottery is conducted by referring to the low-probability big win determination random number table d shown in Figure 5(d). According to this low-probability big win determination random number table d, a big win is determined if the big win determination random number is between 10001 and 10239, a small win is determined if the big win determination random number is between 20001 and 21310, and a loss is determined if any other big win determination random number is used. Therefore, the probability of a big win in this case is approximately 1 / 274.2, and the probability of a small win is approximately 1 / 50.
[0083] In a low-probability game state, if the setting value is set to 5 (registered setting value = 5), the big win lottery is conducted by referring to the low-probability big win determination random number table e shown in Figure 5(e). According to this low-probability big win determination random number table e, a big win is determined if the big win determination random number is between 10001 and 10246, a small win is determined if the big win determination random number is between 20001 and 21310, and a loss is determined if any other big win determination random number is used. Therefore, the probability of a big win in this case is approximately 1 / 266.4, and the probability of a small win is approximately 1 / 50.
[0084] In a low-probability game state, if the setting value is set to 6 (registered setting value = 6), the big win lottery is performed by referring to the low-probability big win determination random number table f shown in Figure 5(f). According to this low-probability big win determination random number table f, a big win is determined if the big win determination random number is between 10001 and 10253, a small win is determined if the big win determination random number is between 20001 and 21310, and a loss is determined if any other big win determination random number is used. Therefore, in this case, the probability of a big win is approximately 1 / 259.0, and the probability of a small win is approximately 1 / 50.
[0085] Figure 6 illustrates the high-probability state jackpot determination random number table according to this embodiment. When a jackpot lottery is initiated for Special 1 and Special 2 reserves in a high-probability game state, the high-probability state jackpot determination random number table is referenced. The high-probability state jackpot determination random number table is also provided for each setting value, similar to the low-probability state jackpot determination random number table.
[0086] When in a high-probability game state and the setting value is set to 1 (registered setting value = 1), the big win lottery is conducted by referring to the high-probability big win determination random number table a shown in Figure 6(a). According to this high-probability big win determination random number table a, a big win is determined if the big win determination random number is between 10001 and 10620, a small win is determined if the big win determination random number is between 20001 and 21310, and a loss is determined if the big win determination random number is any other. Therefore, in this case, the probability of a big win is approximately 1 / 105.7, and the probability of a small win is approximately 1 / 50.
[0087] Similarly, in a high-probability game state, when the setting value is set to 2-6 (registered setting value = 2-6), the big win lottery is conducted by referring to the high-probability big win determination random number judgment tables b-f shown in Figures 6(b)-(f). According to these high-probability big win determination random number judgment tables b-f, a big win is determined when the big win determination random number is the value shown in the figure. Therefore, the big win probability for setting values 2-6 is approximately 1 / 102.4-1 / 91.0, and the small win probability is approximately 1 / 50.
[0088] As described above, the major prize draw is conducted according to the registered setting value. At this time, the probability of winning the jackpot differs depending on the registered setting value, and it is easier to win the jackpot when the registered setting value is larger than when it is smaller. Here, it is assumed that the probability of winning a minor prize does not change even if the registered setting value is different, but it is also possible to make the probability of winning a minor prize different for each registered setting value. Furthermore, minor prizes are not mandatory, and it is also possible for only a jackpot or a loss to be determined in the major prize draw.
[0089] Furthermore, while here it is assumed that the probability of winning a jackpot in both the low-probability and high-probability game states differs according to the registered setting value, it is also possible that only the probability of winning a jackpot in either the low-probability or high-probability game state differs according to the registered setting value.
[0090] Figure 7 illustrates the winning symbol random number determination table according to this embodiment. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the above-mentioned major prize lottery determines whether the result is a "big win" or a "minor win", the type of special symbol is determined by the obtained winning symbol random number and the winning symbol random number determination table. At this time, if a "big win" is achieved by special 1 reserve, special 1 winning symbol random number determination table a is selected, as shown in Figure 7(a), and if a "minor win" is achieved by special 1 reserve, special 1 winning symbol random number determination table b is selected, as shown in Figure 7(b). Furthermore, if a "big win" is achieved by special 2 reserve, special 2 winning symbol random number determination table a is selected, as shown in Figure 7(c), and if a "minor win" is achieved by special 2 reserve, special 2 winning symbol random number determination table b is selected, as shown in Figure 7(d). In the following, the special symbols determined by the winning symbol random number, that is, the special symbols determined when a jackpot is determined, will be called jackpot symbols, the special symbols determined when a minor win is determined will be called minor win symbols, and the special symbols determined when a losing result is determined will be called losing symbols.
[0091] According to the special symbol random number determination table a for special 1 shown in Figure 7(a) and the special symbol random number determination table a for special 2 shown in Figure 7(c), the type of special symbol (jackpot symbol) is determined according to the acquired value of the winning symbol random number, as shown in the figure. Furthermore, according to the special symbol random number determination table b for special 1 shown in Figure 7(b) and the special symbol random number determination table b for special 2 shown in Figure 7(d), regardless of the acquired value of the winning symbol random number, the type of special symbol (minor win symbol) is determined to be special symbol a, as shown in the figure.
[0092] On the other hand, if the result of the major prize lottery is "miss," and that result is derived by Special 1 Reserve, then Special Symbol X is determined as the losing symbol without conducting a lottery. Also, if the result of the major prize lottery is "miss," and that result is derived by Special 2 Reserve, then Special Symbol Y is determined as the losing symbol without conducting a lottery.
[0093] In other words, the winning symbol random number determination table is only referenced when the major role lottery result is "Big Win" or "Minor Win," and is not referenced when the major role lottery result is "Loss." Here, it is assumed that the same big win symbol is determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table, respectively. However, it is also possible to determine different big win symbols in the two tables, or to determine the type of special symbol (big win symbol) by referring to the winning symbol random number determination table 1, regardless of the type of hold.
[0094] In this example, the selection ratio of the jackpot symbol and the minor prize symbol is the same for all settings, but either the jackpot symbol or the minor prize symbol, or both, may be different for each setting.
[0095] Figure 8 is a diagram illustrating the reach group determination random number judgment table according to this embodiment. Multiple reach group determination random number judgment tables are provided, and a pre-set table is selected according to the type of hold, the number of holds, the game state, the fluctuation state associated with the game state, etc. When a game ball enters the first start opening 120 or the second start opening 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, when the big win lottery result is derived, a process is performed to determine the fluctuation performance pattern that notifies the big win lottery result. In this embodiment, when the big win lottery result is "miss", the group type is first determined by the reach group determination random number and the reach group determination random number judgment table in determining the fluctuation performance pattern. The fluctuation state is a concept set separately from the game state, which specifies which table is referred to to determine the fluctuation performance pattern.
[0096] For example, when the game state is set to a non-time-saving game state, if a "miss" result is derived from the special 1 reserve, and the number of special 1 reserves (hereinafter simply referred to as "reserve count") when the big win lottery is performed is 0, then as shown in Figure 8(a), the reach group determination random number judgment table 1 is selected. Similarly, when the game state is set to a normal game state, if a "miss" result is derived from the special 1 reserve, and the number of reserves when the big win lottery is performed is 1 to 2, then as shown in Figure 8(b), the reach group determination random number judgment table 2 is selected, and if the number of reserves is 3, then as shown in Figure 8(c), the reach group determination random number judgment table 3 is selected. Note that in Figure 8, the group x listed in the group type column represents an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table being referenced.
[0097] In this explanation, we have described the random number determination table for determining the reach group, which is referenced when a "miss" major role lottery result is derived based on the special 1 reserve during non-time-saving gameplay. However, the main ROM 300b also stores many other random number determination tables for determining the reach group.
[0098] Furthermore, if the result of the major role lottery is "Big Win" or "Minor Win," the group type is not determined when deciding the variation animation pattern. In other words, the random number judgment table for determining the reach group is only referenced when the result of the major role lottery is "Miss," and is not referenced when the result of the major role lottery is "Big Win" or "Minor Win."
[0099] Figure 9 illustrates the random number determination table for determining the reach mode according to this embodiment. This random number determination table for determining the reach mode is broadly divided into three types: a random number determination table for determining the reach mode when the big role lottery result is a "miss," a random number determination table for determining the reach mode when the big role lottery result is a "jackpot," and a random number determination table for determining the reach mode when the big role lottery result is a "minor win." The random number determination table for determining the reach mode when a miss is provided for each group type determined as described above, while the random number determination table for determining the reach mode when a jackpot and the random number determination table for determining the reach mode when a minor win are provided for each type of hold.
[0100] Furthermore, each reach mode determination random number judgment table is also provided for each game state and symbol type. Here, an example of the reach mode determination random number judgment table for group x when missing, which is referenced in a predetermined game state and symbol type, is shown in Figure 9(a), an example of the reach mode determination random number judgment table for special 1 when hitting a jackpot is shown in Figure 9(b), an example of the reach mode determination random number judgment table for special 2 when hitting a jackpot is shown in Figure 9(c), an example of the reach mode determination random number judgment table for special 1 when hitting a minor jackpot is shown in Figure 9(d), and an example of the reach mode determination random number judgment table for special 2 when hitting a minor jackpot is shown in Figure 9(e).
[0101] When a game ball enters the first start port 120 or the second start port 122, a random number for determining the reach mode is obtained from within the range of 0 to 250. If the result of the above-mentioned big win lottery is "miss", as shown in Figure 9(a), a random number determination table for determining the reach mode in the event of a miss, corresponding to the group type determined by the above-mentioned lottery for the group type, is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode in the event of a miss and the random number for determining the reach mode. If the result of the above-mentioned big win lottery is "jackpot", as shown in Figures 9(b) and (c), a random number determination table for determining the reach mode in the event of a jackpot, corresponding to the read-out hold type, is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode in the event of a jackpot and the random number for determining the reach mode.
[0102] Furthermore, if the result of the above major role lottery is a "minor win," as shown in Figures 9(d) and (e), a random number determination table for determining the reach mode during a minor win corresponding to the read-out hold type is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode during a minor win and the reach mode determination random number.
[0103] Furthermore, in each reach mode determination random number judgment table, the reach mode determination random number is associated with the variation mode number and the variation pattern random number judgment table described later, and the variation pattern random number judgment table is determined at the same time as the variation mode number is determined. Note that in Figure 9, table x written in the column for the variation pattern random number judgment table indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number judgment table are determined according to the acquired reach group determination random number and the type of reach mode determination random number judgment table to be referenced. In addition, in this embodiment, the variation mode number and the variation pattern number described later are set in hexadecimal. In the following, "H" is used to indicate hexadecimal numbers, but "○○H" written in Figures 9 to 11 indicates an arbitrary value shown in hexadecimal.
[0104] As described above, if the result of the major role lottery is "miss," the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 8. Then, according to the determined group type and game state, the variation mode number and variation pattern random number judgment table are determined by the miss reach mode determination random number judgment table and reach mode determination random number shown in Figure 9(a).
[0105] On the other hand, if the result of the major role lottery is a "big win" or a "minor win," the random number determination table for determining the reach mode at the time of the big win, shown in Figure 9, is referenced to determine the random number for determining the reach mode, which corresponds to the determined big win symbol or minor win symbol (type of special symbol), the game state at the time of the big win or minor win, and the variable mode number and variable pattern random number determination table are determined using the random number for determining the reach mode.
[0106] Figure 10 illustrates the variable pattern random number determination table according to this embodiment. Here, we show the variable pattern random number determination table x with a predetermined table number x, but many other variable pattern random number determination tables are also provided for each table number.
[0107] When a game ball enters the first starting port 120 or the second starting port 122, one random variation pattern number is obtained from the range of 0 to 238. Then, based on the random variation pattern number determination table determined simultaneously with the above-mentioned variation mode number and the obtained random variation pattern number, the variation pattern number is determined as shown in the figure.
[0108] In this way, when the big prize lottery is held, the variation mode number and variation pattern number are determined according to the big prize lottery result, the determined symbol type, the game state, the number of reserved symbols, the type of reserved symbols, etc. These variation mode numbers and variation pattern numbers identify the variation performance pattern, and each of them is associated with the manner and duration of the variation performance.
[0109] Figure 11 is a diagram illustrating the variation time determination table according to this embodiment. As described above, once the variation mode number is determined, variation time 1 is determined according to the variation time 1 determination table shown in Figure 11(a). According to this variation time 1 determination table, variation time 1 is associated with each variation mode number, and the corresponding variation time 1 is determined according to the determined variation mode number.
[0110] Furthermore, as described above, once the variation pattern number is determined, variation time 2 is determined according to the variation time 2 determination table shown in Figure 11(b). According to this variation time 2 determination table, variation time 2 is associated with each variation pattern number, and the corresponding variation time 2 is determined according to the determined variation pattern number. The sum of variation times 1 and 2 determined in this way becomes the time of the variation animation that announces the result of the big prize lottery, i.e., the variation time.
[0111] Once the variation mode number is determined as described above, a variation mode command corresponding to the determined variation mode number is transmitted to the sub-control board 330. Once the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is transmitted to the sub-control board 330. The sub-control board 330 primarily determines the first half of the variation performance based on the received variation mode command, and primarily determines the second half of the variation performance based on the received variation pattern command. Details of this will be described later. In the following, the variation mode number and variation pattern number may be collectively referred to as variation information, and the variation mode command and variation pattern command may be collectively referred to as variation commands.
[0112] Figure 12 is a diagram illustrating the special electric mechanism operation ramset table according to this embodiment. This special electric mechanism operation ramset table stores various data for controlling big win games or small win games. During big win games and small win games, the first big prize slot solenoid 126c and the second big prize slot solenoid 128c are energized by referring to this special electric mechanism operation ramset table. In reality, multiple special electric mechanism operation ramset tables are provided for each type of special symbol (big win symbol and small win symbol), and the corresponding table is set at the start of a big win game or small win game according to the determined type of special symbol. However, for the sake of explanation, all the control data for special symbols is shown in one table here.
[0113] When a special symbol A, B, or C, which is a jackpot symbol, or a special symbol a, which is a minor jackpot symbol, is determined, as shown in Figure 12, an opening and closing process is executed to control the opening and closing of the first jackpot 126 and the second jackpot 128 in a predetermined opening and closing pattern by referring to the special electric mechanism operation ramset table. A jackpot game consists of multiple rounds in which the second jackpot 128 is opened and closed a predetermined number of times, while a minor jackpot game consists of only one round in which the first jackpot 126 is opened and closed a predetermined number of times.
[0114] According to this special electric mechanism operation ramset table, the opening time (waiting time until the first round of gameplay begins), the maximum number of special electric mechanism operations (number of rounds of gameplay performed during one major win or minor win game), the number of openings for the main prize slots (the first and second main prize slots 126 and 128 that are opened in each round of gameplay), the number of special electric mechanism opening / closing switches (the number of times the first and second main prize slots 126 and 128 are opened during one round of gameplay), and the solenoid energizing time (the solenoids 126c and 2nd main prize slot solenoids for each number of times the first and second main prize slots 126 and 128 are opened). The energizing time of the lenoid 128c (i.e., the time the first and second large prize slots 126 and 128 are open for one round), the specified number (the maximum number of prizes that can be won into the first and second large prize slots 126 and 128 in one round of play), the effective closing time of the large prize slots (the time the first and second large prize slots 126 and 128 are closed between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the normal special game resumes) are pre-stored as control data for the big prize game, for each type of big prize symbol and small prize symbol, as shown in the figure.
[0115] In this embodiment, when special symbols A and B, which are the winning symbols, are determined, a grand prize game consisting of 5 rounds is executed in both cases, and when special symbol C is determined, a grand prize game consisting of 15 rounds is executed. Each round ends when a predetermined number (8 balls) of game balls enter the second large prize slot 128, or when a predetermined time (in this case, 29.0 seconds) has elapsed since the second large prize slot 128 was opened.
[0116] Furthermore, if the special symbol a, which is a minor win symbol, is determined, a minor win game consisting of one round of gameplay is executed. In the minor win game executed when special symbol a is determined, the first major prize slot 126 is opened for 0.9 seconds twice during the first round of gameplay, with a predetermined pause in between.
[0117] Figure 13 illustrates a game state setting table for setting the game state after the completion of a major prize game according to this embodiment. In this embodiment, when a major prize game is played, the game state after the completion of the major prize game is set according to the type of special symbol determined at the time of winning the jackpot.
[0118] According to this game state setting table, if the winning symbol is special symbol A, the game state is set to a low probability game state after the big win game ends. On the other hand, if the winning symbol is special symbol B or C, the game state is set to a high probability game state after the big win game ends, and the number of times the high probability game state continues (hereinafter referred to as "high probability count") is set to 10,000. This means that the high probability game state will continue until the big win lottery result is confirmed 10,000 times. However, the high probability count mentioned above represents the maximum number of times that can continue in a high probability game state, and if a big win is achieved before reaching the above number of consecutive wins, the high probability count will be set again. Therefore, if the game state is set to a high probability game state after the big win game ends, and no big win lottery result is obtained in that high probability game state, and a losing lottery result is obtained 10,000 times, the game state will be changed to a low probability game state.
[0119] Furthermore, after a major win is completed, the game is set to a time-saving game state, and the number of times the time-saving game state will continue (hereinafter referred to as "time-saving rounds") is set. At this time, if the winning symbol is special symbol A, the time-saving rounds are set to 100, and if it is special symbol B or C, the time-saving rounds are set to 10,000. This means that the time-saving game state will continue until the major win lottery result is confirmed to be 100 or 10,000 times. However, the above-mentioned time-saving rounds represent the maximum number of consecutive rounds in one time-saving game state, and if a jackpot is won before reaching the above number of consecutive rounds, the time-saving rounds will be set again.
[0120] Figure 14 is a diagram illustrating the random number determination table for determining a winning combination according to this embodiment. When a game ball flowing down the game area 116 passes through the gate 124 (the game ball enters the regular symbol opening 125), a determination process for the corresponding regular symbol (hereinafter referred to as "regular symbol lottery") is performed to determine whether or not to energize the movable piece 122b of the second start opening 122.
[0121] As will be explained in more detail later, when a game ball passes through gate 124 (enters the normal ball operation opening 125), one winning random number is obtained from the range of 0 to 99, and up to four of these random numbers are stored in the normal ball reserve memory area of the main RAM 300c. In other words, the normal ball reserve memory area has four memory units for saving winning random numbers. Therefore, if a game ball passes through gate 124 (enters the normal ball operation opening 125) while all four memory units of the normal ball reserve memory area have already stored winning random numbers, no new winning random number will be stored based on the passage of that game ball. Hereafter, a winning random number stored in the normal ball reserve memory area after a game ball passes through gate 124 (enters the normal ball operation opening 125) will be referred to as a normal ball reserve.
[0122] When a regular symbol draw is initiated in a non-time-saving game state, the random number determination table for non-time-saving game states is referenced, as shown in Figure 14(a). According to this random number determination table for non-time-saving game states, if the random number for determining the win is 0, a winning symbol is determined as the type of regular symbol, and if the random number for determining the win is between 1 and 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in a non-time-saving game state, i.e., the probability of winning, is 1 / 100. As will be explained in more detail later, if a winning symbol is determined in this regular symbol draw, the second start port 122 is controlled to be in an open state, and if a losing symbol is determined, the second start port 122 is kept in a closed state.
[0123] Furthermore, when starting a regular symbol draw in the shortened play state, the random number determination table for the shortened play state is referenced, as shown in Figure 14(b). According to this random number determination table for the shortened play state, if the random number for determining the win is between 0 and 98, a winning symbol is determined as the type of regular symbol, and if the random number for determining the win is 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in the shortened play state, i.e., the probability of winning, is 99 / 100.
[0124] Figure 15(a) is a diagram illustrating the normal symbol variation time data table according to this embodiment, and Figure 15(b) is a diagram illustrating the opening / closing control pattern table according to this embodiment. As described above, when a normal symbol lottery is performed, the variation time of the normal symbols is determined. The normal symbol variation time data table is referenced when determining the variation time of a normal symbol when a winning symbol or a losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, if the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, and if the game state is set to a time-saving game state, the variation time is determined to be 1 second. Once the variation time is determined in this way, the normal symbol indicator 168 is displayed (flashed) for the determined time. When a winning symbol is determined, the normal symbol indicator 168 lights up, and when a losing symbol is determined, the normal symbol indicator 168 turns off.
[0125] Then, when the winning symbol is determined by the regular symbol lottery and the regular symbol indicator 168 lights up, the movable piece 122b of the second start port 122 is powered on by referring to the opening / closing control pattern table, as shown in Figure 15(b). In reality, an opening / closing control pattern table is provided for each game state, and the corresponding table is set when the regular electric mechanism solenoid 122c is powered on, depending on the game state when the regular symbol is determined. However, for the sake of explanation, here, the control data corresponding to each game state is shown in a single table.
[0126] Once the winning symbol is determined, the second start port 122 is opened and closed by referring to the opening and closing control pattern table, as shown in Figure 15(b). According to this opening / closing control pattern table, the following are stored in advance as control data for the second start port 122 for each game state, as shown in the figure: time before normal opening (waiting time until the opening of the second start port 122 begins), maximum number of normal electric mechanism opening / closing switches (number of times the second start port 122 is opened), solenoid energizing time (energizing time of the normal electric mechanism solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of one second start port 122), specified number (maximum number of possible winnings into the second start port 122 during the entire opening of the second start port 122), normal closing effective time (closing time between each opening of the second start port 122, i.e., pause time), normal effective state time (waiting time from the end of the last opening of the second start port 122), and normal end wait time (waiting time after the normal effective state time has elapsed until the display of the normal symbols, described later, resumes).
[0127] Thus, the non-time-saving game state and the time-saving game state are each associated with opening and closing control conditions for opening and closing the second start opening 122 as game progression conditions. In the time-saving game state, it is easier for game balls to enter the second start opening 122 than in the non-time-saving game state. In other words, in the time-saving game state, as long as game balls pass through the gate 124 (game balls enter the normal opening 125), normal draws are performed one after another, and the second start opening 122 is frequently open, allowing players to perform big draws while reducing the consumption of game balls.
[0128] The opening and closing conditions for the second start port 122 are defined by three elements: the probability of winning with a normal symbol, the duration of the normal symbol's variation display, and the duration of the second start port 122's opening. In this embodiment, two of these elements are set to be more favorable in the time-saving game state than in the non-time-saving game state, so that it is easier for game balls to enter the second start port 122 in the time-saving game state than in the non-time-saving game state. However, one or three of the above three elements may be set to be more favorable in the time-saving game state than in the non-time-saving game state. In any case, the goal is to ensure that the time-saving game state is more favorable in at least one element compared to the non-time-saving game state, so that overall, it is easier for game balls to enter the second start port 122 in the time-saving game state than in the non-time-saving game state. In other words, when the game state is set to a non-time-saving game state, the movable piece 122b should be controlled to open and close according to the first condition, and when the game state is set to a time-saving game state, the movable piece 122b should be controlled to open and close according to the second condition, which is more likely to be in the open state than the first condition.
[0129] Furthermore, in this embodiment, a general-purpose opening 125 is provided in the second game area 116b, and almost all of the game balls that flow down to the bottom of the second game area 116b enter the general-purpose opening 125. When a game ball enters the general-purpose opening 125, one prize ball is dispensed. Therefore, even if a game ball is launched into the second game area 116b in a non-time-saving game state, the number of game balls hardly decreases. However, the general-purpose opening 125 is not an essential configuration, and the board configuration is merely an example. Therefore, a configuration in which the number of game balls decreases when a game ball is launched into the second game area 116b in a non-time-saving game state is also acceptable.
[0130] Next, the main processing of the main control board 300 as the game progresses in the gaming machine 100 according to this embodiment will be described.
[0131] Figure 16 is a diagram illustrating the gaming machine status flag according to this embodiment. In the main control board 300, whether or not the game is in a state where it can proceed is managed by the gaming machine status flag. The gaming machine status flag is set to one of six flag values from 00H to 05H. A flag value of 00H indicates that the game is playable. When the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is anything other than 00H, the game is stopped.
[0132] A flag value of 01H for the game machine status flag indicates a setting change state. When the game machine status flag is 01H, it becomes possible to change the registered setting value. A flag value of 02H for the game machine status flag indicates a setting confirmation state. When the game machine status flag is 02H, it becomes possible to confirm the registered setting value, for example, by displaying it on the performance display monitor 184. A flag value of 03H for the game machine status flag indicates a setting abnormality state. When the game machine status flag is 03H, the game is stopped because the registered setting value is abnormal. A flag value of 04H for the game machine status flag indicates an RWM (read write memory) abnormality state. When the game machine status flag is 04H, the game is stopped. A flag value of 05H for the game machine status flag indicates a checksum abnormality state. When the game machine status flag is 05H, the game is stopped. When the power is turned on, the game machine status flag is set to one of the flag values, and processing is performed according to the game machine status flag.
[0133] (CPU initialization process of the main control board 300) Figure 17 is a first flowchart illustrating the CPU initialization process in the main control board 300 according to this embodiment, and Figure 18 is a second flowchart illustrating the CPU initialization process in the main control board 300 according to this embodiment.
[0134] When power is supplied from the power supply board, a system reset occurs in the main CPU 300a, and the main CPU 300a performs the following CPU initialization process (S100).
[0135] (Step S100-1) When powered on, the main CPU 300a reads the boot program from the main ROM 300b as part of the initial setup process, and also performs the necessary configuration processes to execute various other operations.
[0136] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.
[0137] (Step S100-5) The main CPU 300a determines whether it has detected a power failure warning signal. The main control board 300 is equipped with a power failure detection circuit, and when the power supply voltage falls below a predetermined value, the power failure detection circuit outputs a power failure warning signal. If a power failure warning signal is detected, the process proceeds to step S100-3 above; if a power failure warning signal is not detected, the process proceeds to step S100-7.
[0138] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. If it determines that the wait time has elapsed, it proceeds to step S100-9; if it determines that the wait time has not elapsed, it proceeds to step S100-5.
[0139] (Step S100-9) The main CPU 300a performs the necessary processing to allow access to the main RAM 300c.
[0140] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine's state flag before the power was cut off into the D register.
[0141] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum stored at the time of power failure, and whether the backup flag is normal. If it is determined that both the backup flag and the checksum are normal, the process moves to step S100-15. If it is determined that either or both are not normal, the process moves to step S100-25.
[0142] (Step S100-15) The main CPU 300a sets the starting address of the main RAM 300c to an address that does not contain the setting value or the gaming machine status flag.
[0143] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal is being input from the RAM clear switch 182s (i.e., whether the RAM clear button is being pressed). If it determines that a RAM clear operation signal is being input, the process moves to step S100-31; if it determines that no RAM clear operation signal is being input, the process moves to step S100-19.
[0144] (Step S100-19) The main CPU 300a determines whether the flag value of the game machine status flag loaded in step S100-11 is 00H (playable state), whether the setting change switch 180s is ON, and whether the middle frame 104 is open. If it determines that all three conditions are met, the process moves to step S100-21; if it determines that even one of the three conditions is not met, the process moves to step S100-23.
[0145] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (settings confirmation state). In other words, when the middle frame 104 is open, the settings change switch 180s is on, and the RAM clear button is not pressed, and the power is turned on normally, the machine enters the settings confirmation state.
[0146] (Step S100-23) The main CPU 300a performs an initialization process to clear the area of the main RAM 300c that is to be cleared when power is restored, which is the area from the starting address set in step S100-15 above, and then proceeds to step S100-49.
[0147] (Step S100-25) The main CPU 300a sets the D register to 05H (checksum error state).
[0148] (Step S100-27) The main CPU 300a performs out-of-bounds read / write checks, which involve checking and clearing read / write memory in unused areas.
[0149] (Step S100-29) The main CPU 300a sets the address containing the setting value and the gaming machine status flag to the starting address of the main RAM 300c that is to be cleared.
[0150] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the area being used.
[0151] (Step S100-33) The main CPU 300a determines whether the read / write memory check in step S100-31 is normal. If it determines that it is normal, it proceeds to step S100-37; if it determines that it is not normal, it proceeds to step S100-35.
[0152] (Step S100-35) The main CPU 300a sets the D register to 04H (RWM abnormal state) and moves processing to step S100-45.
[0153] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it determines that 02H is set, it proceeds to step S100-39; if it determines that 02H is not set, it proceeds to step S100-41.
[0154] (Step S100-39) The main CPU 300a sets the D register to 00H (ready to play).
[0155] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. If it determines that the setting change conditions are met, the process moves to step S100-43; if it determines that the setting change conditions are not met, the process moves to step S100-45. Here, the setting change conditions include at least the setting change switch 180s being ON, the middle frame 104 being open, and a RAM clear operation signal being input from the RAM clear switch 182s.
[0156] (Step S100-43) The main CPU 300a sets the D register to 01H (setting change state).
[0157] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine status flag.
[0158] (Step S100-47) The main CPU 300a performs an initialization process to clear the main RAM 300c that is targeted for clearing during RAM clearing, and then proceeds to step S100-49.
[0159] (Step S100-49) The main CPU 300a performs the process of sending a payout command (RAM clear specification command) to the payout control board 310 to inform it that the main RAM 300c has been cleared (storing the RAM clear specification command in the transmit buffer).
[0160] (Step S100-51) The main CPU 300a loads the gaming machine status flags.
[0161] (Step S100-53) The main CPU 300a determines whether the game machine status flag loaded in step S100-51 is 00H (playable state). If it determines that it is 00H, it proceeds to step S110; otherwise, it proceeds to step S100-55.
[0162] (Step S110) The main CPU 300a performs the subcommand set processing. This subcommand set processing will be explained later.
[0163] (Step S100-55) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330. Here, commands corresponding to the game machine status flags are set. For example, if the game machine status flag is 01H, the setting change status specification command is set, and if the game machine status flag is 02H, the setting confirmation status specification command is set. In this way, by sending commands corresponding to the game machine status flags to the sub-control board 330, the internal state of the main control board 300 can be determined by the sub-control board 330.
[0164] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0165] (Step S100-59) The main CPU 300a performs the process to disable interrupts.
[0166] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. This initial value update random number is used to determine the initial and final values of the winning symbol random number. In other words, when the winning symbol random number update process described later cycles from the initial value update random number for the winning symbol random number to the current initial value update random number - 1, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.
[0167] (Step S100-63) The main CPU 300a analyzes the received data (main command) from the dispensing control board 310 and performs various processes according to the received data.
[0168] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.
[0169] (Step S100-67) The main CPU 300a performs the processing required to enable interrupts.
[0170] (Step S100-69) The main CPU 300a updates the random numbers for determining the reach group, the random numbers for determining the reach mode, and the random numbers for determining the variation pattern, and then repeats the process from step S100-59 described above. In the following, the random numbers for determining the reach group, the random numbers for determining the reach mode, and the random numbers for determining the variation pattern will be collectively referred to as random numbers for variation effects.
[0171] Figure 19 is a flowchart illustrating the subcommand group set process (S110) in the main control board 300 according to this embodiment.
[0172] (Step S110-1) The main CPU 300a loads the flag values of the gaming machine status flags.
[0173] (Step S110-3) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330. For example, if initialization processing was performed in step S100-47 above, a RAM clear command is set.
[0174] (Step S110-5) The main CPU 300a performs a machine command setting process, which involves setting a machine command indicating the machine type information of the gaming machine 100 into the transmission buffer.
[0175] (Step S110-7) The main CPU 300a performs a setting value specification command setting process, which sets a setting value specification command indicating the registered setting value into the transmission buffer.
[0176] (Step S110-9) The main CPU 300a performs the Special Figure 1 Reserved Command Setting Process, which sets the Special Figure 1 Reserved Command, indicating the number of Special Figure 1 Reserved Commands, into the transmission buffer.
[0177] (Step S110-11) The main CPU 300a performs the Special Figure 2 Reserved Command Setting Process, which sets the Special Figure 2 Reserved Command, indicating the number of Special Figure 2 Reserved Commands, into the transmission buffer.
[0178] (Step S110-13) The main CPU 300a performs a count command setting process, which involves setting a count command indicating the remaining number of turns in the time-saving game state into the transmission buffer.
[0179] (Step S110-15) The main CPU 300a performs a variable pattern selection state specification command setting process, which sets a variable pattern selection state specification command, indicating the variable pattern selection state, into the transmit buffer.
[0180] (Step S110-17) The main CPU 300a performs a special game phase specification command setting process, which sets a special game phase specification command, indicating the special game management phase, into the transmission buffer. The special game management phase will be described later.
[0181] (Step S110-19) The main CPU 300a determines whether the special game management phase is in a state of waiting for a special symbol change. If it determines that it is in a state of waiting for a special symbol change, it proceeds to step S110-21; if it determines that it is not in a state of waiting for a special symbol change, it terminates the subcommand group set process.
[0182] (Step S110-21) The main CPU 300a sets the customer waiting command in the send buffer and terminates the process of setting the subcommand group.
[0183] Next, the interrupt processing in the main control board 300 according to this embodiment will be described. Here, the power outage saving process (XINT interrupt processing) and the timer interrupt processing will be described.
[0184] (Power outage saving process for main control board 300 (XINT interrupt processing)) Figure 20 is a flowchart illustrating the power failure escape process (XINT interrupt processing) in the main control board 300 according to this embodiment. The main CPU 300a monitors the power failure detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the CPU initialization process to execute the power failure escape process.
[0185] (Step S300-1) When a power failure warning signal is received, the main CPU 300a saves its registers.
[0186] (Step S300-3) The main CPU 300a checks for a power failure warning signal.
[0187] (Step S300-5) The main CPU 300a determines whether it has detected a power failure warning signal. If it determines that it has detected a power failure warning signal, it proceeds to step S300-11; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-7.
[0188] (Step S300-7) The main CPU 300a restores the registers.
[0189] (Step S300-9) The main CPU 300a performs the process to enable interrupts and then terminates the power-out save process.
[0190] (Step S300-11) The main CPU 300a executes an output port clear process, which stops the output from the output port.
[0191] (Step S300-13) The main CPU 300a performs a checksum setting process that calculates and saves the checksum.
[0192] (Step S300-15) The main CPU 300a performs the necessary RAM protection configuration process to prevent access to the main RAM 300c.
[0193] (Step S300-17) The main CPU 300a sets a predetermined number of power failure detection signals in the loop counter's counter value in order to set the power failure monitoring time.
[0194] (Step S300-19) The main CPU 300a checks for a power failure warning signal.
[0195] (Step S300-21) The main CPU 300a determines whether it has detected a power failure warning signal. If it determines that it has detected a power failure warning signal, it proceeds to step S300-17; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-23.
[0196] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 above by 1.
[0197] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is not zero. If it determines that the counter value is not zero, it proceeds to step S300-19; if it determines that the counter value is zero, it proceeds to the CPU initialization process described above (step S100).
[0198] If a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are looping.
[0199] (Timer interrupt processing on the main control board 300) Figure 21 is a flowchart illustrating the timer interrupt processing in the main control board 300 according to this embodiment. The main control board 300 is provided with a reset clock pulse generation circuit that generates a clock pulse at predetermined intervals (4 milliseconds in this embodiment, hereinafter referred to as "4ms"). When a clock pulse is generated by the reset clock pulse generation circuit, the CPU initialization process (step S100) is interrupted and the following timer interrupt processing is executed.
[0200] (Step S400-1) The main CPU 300a saves the registers.
[0201] (Step S400-3) The main CPU 300a performs the processing required to enable interrupts.
[0202] (Step S400-5) The main CPU 300a outputs common data set in the common output buffer to the output port and performs dynamic port output processing to control the illumination of the first special symbol indicator 160, the second special symbol indicator 162, the first special symbol hold indicator 164, the second special symbol hold indicator 166, the normal symbol indicator 168, the normal symbol hold indicator 170, the right-hand hit notification indicator 172, and the performance display monitor 184.
[0203] (Step S400-7) The main CPU 300a reads various input port information and performs port input processing to accurately obtain the latest switch status.
[0204] (Step S400-9) The main CPU 300a loads the flag values of the gaming machine status flags.
[0205] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it determines that it is 00H, it proceeds to step S400-15; otherwise, it proceeds to step S400-13.
[0206] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is 03H (setting abnormal state) or higher. If it determines that it is 03H or higher, it proceeds to step S400-27; if it determines that it is not 03H or higher, it proceeds to step S450.
[0207] (Step S450) The main CPU 300a executes the configuration-related processing and then moves the process to step S400-27. The configuration-related processing will be described later.
[0208] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, unless otherwise specified, the timer counters are decremented each time the main control board 300 processes a timer interrupt, and the decrementing stops when they reach zero.
[0209] (Step S400-17) The main CPU 300a performs the same process as in step S100-61 above to update the initial value random number for the winning symbol random number.
[0210] (Step S400-19) The main CPU 300a performs the process of updating the winning symbol random number. Specifically, it updates the random number counter by incrementing it by 1, and if the result of the increment exceeds the maximum value of the random number range, it resets the random number counter to 0. When the random number counter completes one cycle, it updates the random number from the value of the initial random number used for the winning symbol random number at that time.
[0211] Although a detailed explanation will be omitted, in this embodiment, the jackpot determination random number and the win determination random number use hardware random numbers updated by a hardware random number generation unit built into the main control board 300. The hardware random number generation unit updates both the jackpot determination random number and the win determination random number according to a certain rule, automatically changing the random number sequence each time the random number sequence completes a cycle, and changing the starting value each time the system is reset.
[0212] (Step S500) The main CPU 300a performs switch management processing to determine whether or not there is signal input from the first start gate detection switch 120s, the second start gate detection switch 122s, the gate detection switch 124s, the general operation gate detection switch 125s, the first major prize gate detection switch 126s, and the second major prize gate detection switch 128s. Details of this switch management processing will be described later.
[0213] (Step S600) The main CPU 300a executes special game management processing to control the progress of the special game described above. Details of this special game management processing will be described later.
[0214] (Step S700) The main CPU 300a executes the normal game management process to control the progress of the normal gameplay described above. Details of this normal game management process will be described later.
[0215] (Step S400-21) The main CPU 300a performs error management processing to determine various errors and configure settings according to the error determination results. If an error is determined to have occurred, the main CPU 300a sets an error specification command corresponding to the type of error.
[0216] (Step S400-23) The main CPU 300a checks the general prize entry detection switch 118s, the first start entry detection switch 120s, the second start entry detection switch 122s, the first major prize entry detection switch 126s, and the second major prize entry detection switch 128s, and executes prize entry switch processing to add the corresponding prize ball control counters, etc.
[0217] (Step S400-25) The main CPU 300a executes payout control management processing to create and send payout commands based on the counter value of the prize ball control counter set in step S400-23 above.
[0218] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output to the outside from the game information output terminal board 312.
[0219] (Step S400-29) The main CPU 300a executes an LED display setting process for setting common data for controlling the lighting of various displays (LEDs) such as the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, and the right hit notification display 172 in the common output buffer.
[0220] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process for synthesizing the solenoid output images of the normal electric accessory solenoid 122c, the first big winning port solenoid 126c, the second big winning port solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.
[0221] (Step S400-33) The main CPU 300a executes a port output process for outputting the values of the common output buffer stored in each output port buffer to the output port.
[0222] (Step S400-35) The main CPU 300a performs a process for prohibiting interrupts.
[0223] (Step S400-37) The main CPU 300a uses the unused area of the main RAM 300c to perform processing to calculate the base ratio to be displayed on the performance display monitor 184, and executes performance display monitor control processing to set the calculated base ratio as common data to be displayed on the performance display monitor 184 in the common output buffer. In the performance display monitor control processing, the base ratio is calculated at predetermined intervals. The performance display monitor 184 may switch between displaying the base ratio for the current period and the base ratio for previous periods at predetermined intervals. In addition, the base ratio displayed on the performance display monitor 184 may be switched according to predetermined operations. Furthermore, if the game machine status flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.
[0224] (Step S400-39) The main CPU 300a restores its registers and terminates the timer interrupt processing.
[0225] Figure 22 is a flowchart illustrating the above-mentioned setting-related processing (S450) according to this embodiment.
[0226] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (settings changed state). If it determines that the value is 01H, it proceeds to step S450-3; if it determines that the value is not 01H, it proceeds to step S450-15.
[0227] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a designated processing area.
[0228] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is ON (whether a RAM clear operation signal is being input). If it determines that the RAM clear switch 182s is ON, the process moves to step S450-7; if it determines that the RAM clear switch 182s is OFF, the process moves to step S450-9.
[0229] (Step S450-7) The main CPU 300a adds 1 to the processing area setting value.
[0230] (Step S450-9) The main CPU 300a determines whether the setting value of the processing area is within the range of 1 to 6. If it determines that the setting value is within the range of 1 to 6, it proceeds to step S450-13; otherwise, it proceeds to step S450-11.
[0231] (Step S450-11) The main CPU 300a sets the processing area setting to 1.
[0232] (Step S450-13) The main CPU 300a sets the processing area settings in the setting value buffer.
[0233] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is turned on. If it determines that the setting change switch 180s is turned on, it terminates the setting-related processing. If it determines that the setting change switch 180s is not turned on, it proceeds to step S450-17.
[0234] (Step S450-17) The main CPU 300a sets a command indicating the completion of configuration-related processing into the send buffer.
[0235] (Step S110) The main CPU 300a executes the sub-command group setting process of FIG. 19. That is, when the setting-related process is executed, at the end thereof, the model command, the setting value specification command, the reserved specification command for FIG. 1, the reserved specification command for FIG. 2, the number of times command, the variable pattern selection state specification command, the FIG. phase specification command, and the customer waiting specification command are transmitted to the sub-control board 330.
[0236] (Step S450-19) The main CPU 300a sets 00H (playable state) in the gaming machine state flag and ends the setting-related process.
[0237] [ As described above, according to the present embodiment, when the middle frame 104 is opened, the setting change switch 180s is turned on, and the power is normally turned on while the RAM clear button is pressed, in the CPU initialization process (FIG. 17), 01H (setting change state) is set in the gaming machine state flag. Thereafter, the timer interrupt process is executed. However, since 01H (setting change state) is set in the gaming machine state flag, all processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 21) are stopped, and the setting-related process is executed.
[0238] The setting-related process is repeatedly executed while the setting change switch 180s is on. During this setting-related process, the pressing operation of the RAM clear button is accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to any one of the setting values provided in multiple stages according to the setting change operation.
[0239] When the setting change switch 180s is switched off while 01H (setting change state) is set in the gaming machine state flag, the setting change process ends, and 00H (playable state) is set in the gaming machine state flag. As a result, from the next timer interrupt process, the processes related to the progress of the game can be executed.
[0240] In this embodiment, during the setting-related processing, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation for the registered setting value is complete, a setting value specification command corresponding to the registered setting value is sent to the sub-control board 330 during the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value specification command is not sent to the sub-control board 330. In this way, by not sending the setting value specification command while the setting change operation is being accepted, and only sending the setting value specification command when the acceptance of the setting change operation is complete and the system transitions to a state where the game can proceed, the risk of the registered setting value being acquired illegally can be reduced.
[0241] Furthermore, in this embodiment, multiple flag values, including at least 01H (setting change state), are switched. When 01H (setting change state) is set in the game machine state flag, setting-related processing becomes executable, and the game progress is stopped. In this way, setting-related processing is not executed while the game is in progress, and no setting value specification command is sent while the game is in progress, thus reducing the risk of registered setting values being illegally acquired.
[0242] Next, we will explain in detail the switch management process in step S500, the special game management process in step S600, and the normal game management process in step S700, which are part of the timer interrupt processing described above.
[0243] Figure 23 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to this embodiment.
[0244] (Step S500-1) The main CPU 300a determines whether the gate detection switch has been turned ON or the general-purpose opening detection switch has been turned ON, that is, whether a game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned ON, or whether a game ball has entered the general-purpose opening 125 and the detection signal from the general-purpose opening detection switch 125s has been turned ON. If it is determined that the gate detection switch has been turned ON or the general-purpose opening detection switch has been turned ON, the process moves to step S510. If it is determined that the gate detection switch has not been turned ON or the general-purpose opening detection switch has not been turned ON, the process moves to step S500-3.
[0245] (Step S510) The main CPU 300a executes gate passage processing based on the passage of a game ball through gate 124 (the entry of a game ball into the normal operation opening 125). Details of this gate passage processing will be described later.
[0246] (Step S500-3) The main CPU 300a determines whether the first start port detection switch is ON, that is, whether a game ball has entered the first start port 120 and a detection signal has been input from the first start port detection switch 120s. If it determines that the first start port detection switch is ON, the process moves to step S520; if it determines that the first start port detection switch is NOT ON, the process moves to step S500-5.
[0247] (Step S520) The main CPU 300a executes the first start gate passage process based on the entry of a game ball into the first start gate 120. Details of this first start gate passage process will be described later.
[0248] (Step S500-5) The main CPU 300a determines whether the second start port detection switch is ON, that is, whether a game ball has entered the second start port 122 and a detection signal has been input from the second start port detection switch 122s. If it determines that the second start port detection switch is ON, the process moves to step S530; if it determines that the second start port detection switch is NOT ON, the process moves to step S500-7.
[0249] (Step S530) The main CPU 300a executes a second start gate passage process based on the entry of a game ball into the second start gate 122. Details of this second start gate passage process will be described later.
[0250] (Step S500-7) The main CPU 300a determines whether the big prize hole detection switch is ON, that is, whether a game ball has entered the first big prize hole 126 and the second big prize hole 128 and a detection signal has been input from the first big prize hole detection switch 126s and the second big prize hole detection switch 128s. If it is determined that the big prize hole detection switch is ON, the process moves to step S500-9; if it is determined that the big prize hole detection switch is NOT ON, the process moves to step S500-11.
[0251] (Step S500-9) The main CPU 300a determines whether a major prize game or a minor prize game is currently in progress, and whether the game balls were properly entered into the first major prize slot 126 and the second major prize slot 128. If it determines that a major prize game or a minor prize game is not in progress, it executes a predetermined fraud detection process. If it determines that a major prize game or a minor prize game is in progress and that the game balls were properly entered into the first major prize slot 126 and the second major prize slot 128, it increments the major prize slot ball count counter by 1 and sets the major prize slot entry designation command in the transmission buffer.
[0252] (Step S500-11) The main CPU 300a determines whether the general prize entry detection switch is ON, that is, whether a game ball has entered the general prize entry 118 and a detection signal has been input from the general prize entry detection switch 118s. If it determines that the general prize entry detection switch is ON, the process moves to step S500-13; if it determines that the general prize entry detection switch is NOT ON, the process moves to step S500-15.
[0253] (Step S500-13) The main CPU 300a sets the command for designating a general prize winner in the transmission buffer.
[0254] (Step S500-15) The main CPU 300a determines whether the out-of-bounds ball detection switch is turned ON, that is, whether a detection signal has been input from the out-of-bounds ball detection switch 130s. If it is determined that the out-of-bounds ball detection switch is turned ON, the process moves to step S500-17. If it is determined that the out-of-bounds ball detection switch is not turned ON, the switch management process is terminated.
[0255] (Step S500-17) The main CPU 300a sets the out-of-bounds ball detection command in the transmit buffer and terminates the switch management process.
[0256] Figure 24 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to this embodiment.
[0257] (Step S510-1) The main CPU 300a loads the winning random number updated by the hardware random number generator.
[0258] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol ball count counter is greater than or equal to the maximum value, that is, whether the counter value of the normal symbol ball count counter is 4 or greater. If it determines that the counter value of the normal symbol ball count counter is greater than or equal to the maximum value, the gate passage process is terminated. If it determines that the normal symbol ball count counter is not greater than or equal to the maximum value, the process moves to step S510-5.
[0259] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol ball count counter to the current counter value plus "1".
[0260] (Step S510-7) The main CPU 300a determines which of the four memory units in the general data hold memory area will be used to save the acquired winning random number.
[0261] (Step S510-9) The main CPU 300a saves the random number used to determine the winner, obtained in step S510-1, to the target memory unit calculated in step S510-7.
[0262] (Step S510-11) The main CPU 300a sets a "normal diagram hold" command, which indicates the number of normal diagrams held in the normal diagram hold memory area, into the transmission buffer and terminates the gate passage process.
[0263] Figure 25 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 according to this embodiment.
[0264] (Step S520-1) The main CPU 300a sets the special symbol identification value to "00H". The special symbol identification value is used to identify whether the hold type is Special 1 hold or Special 2 hold. The special symbol identification value (00H) indicates Special 1 hold, and the special symbol identification value (01H) indicates Special 2 hold.
[0265] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.
[0266] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and then terminates the first start gate passage process. This special symbol random number acquisition process is executed using a module common to the second start gate passage process (step S530). Therefore, the details of the special symbol random number acquisition process will be explained after the explanation of the second start gate passage process.
[0267] Figure 26 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to this embodiment.
[0268] (Step S530-1) The main CPU 300a is set to "01H" as the special symbol identification value.
[0269] (Step S530-3) The main CPU 300a sets the address for the special symbol 2 reserved ball count counter.
[0270] (Step S535) The main CPU 300a executes the special symbol random number acquisition process, which will be described later.
[0271] (Step S530-5) The main CPU 300a loads the normal game management phase. As will be explained in more detail later, the normal game management phase indicates the stage of the normal game execution process, that is, the progress of the normal game, and is updated according to the stage of the normal game execution process.
[0272] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is "04H". The normal game management phase "04H" indicates that the normal electric prize entry opening control process is underway. In this normal electric prize entry opening control process, the normal electric prize solenoid 122c is energized and the movable piece 122b is controlled to the open state. Therefore, the CPU determines whether the second start opening 122 is in a state where it can be properly opened. If the CPU determines that the normal game management phase is not "04H", it terminates the second start opening passage process. If the CPU determines that the normal game management phase is "04H", it proceeds to step S530-9.
[0273] (Step S530-9) The main CPU 300a updates the counter value of the normal electric prize ball entry counter to the current counter value plus "1", and then terminates the process of passing through the second start gate.
[0274] Figure 27 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 according to this embodiment. This special symbol random number acquisition process is performed using a common module in the first start gate passage process (step S520) and the second start gate passage process (step S530) described above.
[0275] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.
[0276] (Step S535-3) The main CPU 300a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the number of special 1 reserved balls, is loaded. Also, if the special symbol identification value loaded in step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the number of special 2 reserved balls, is loaded.
[0277] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.
[0278] (Step S535-7) The main CPU 300a determines whether the number of target special symbol reserved balls loaded in step S535-3 is equal to or greater than the upper limit. If it determines that it is equal to or greater than the upper limit, it proceeds to step S535-21; otherwise, it proceeds to step S535-9.
[0279] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol ball count counter to the current counter value plus "1".
[0280] (Step S535-11) The main CPU 300a determines which of the eight memory units in the special symbol hold memory area will be used to save the acquired jackpot determination random number.
[0281] (Step S535-13) The main CPU 300a acquires the jackpot determination random number loaded in step S535-5, the winning symbol random number updated in step S400-19, the reach group determination random number, reach mode determination random number, and variation pattern random number updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.
[0282] (Step S535-15) The main CPU 300a performs a special symbol reserve ball entry order setting process, which updates and stores the entry order of special symbol reserve balls 1 and 2 stored in the special symbol reserve memory area.
[0283] (Step S536) The main CPU 300a performs an acquisition-time performance determination process based on the various random numbers stored in the target memory unit in step S535-13 above, which involves a preliminary lottery for major roles, a preliminary determination of winning symbols, and a preliminary determination of variation information. In this acquisition-time performance determination process, a pre-read specification command indicating the variation information to be determined when newly stored reserved information is read is sent to the sub-control board 330. This acquisition-time performance determination process will be described later.
[0284] (Step S535-17) The main CPU 300a loads the counter values for the Special Symbol 1 Reserved Ball Counter and the Special Symbol 2 Reserved Ball Counter.
[0285] (Step S535-19) The main CPU 300a sets a special symbol hold designation command in the transmission buffer based on the counter value loaded in step S535-17 above. Here, the special symbol 1 hold designation command is set based on the counter value of the special symbol 1 hold ball count counter (special 1 hold count), and the special symbol 2 hold designation command is set based on the counter value of the special symbol 2 hold ball count counter (special 2 hold count). As a result, each time a special 1 hold or special 2 hold is stored, the special 1 hold count and special 2 hold count are transmitted to the sub-control board 330.
[0286] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0287] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 and determines whether it is below the normal electric prize entry opening control state described later. If it is determined that it is below the normal electric prize entry opening control state, the process moves to step S535-25. If it is determined that it is not below the normal electric prize entry opening control state, the special symbol random number acquisition process is terminated.
[0288] (Step S535-25) The main CPU 300a determines whether or not an abnormal prize has been awarded. If it determines that an abnormal prize has been awarded, it executes a predetermined abnormal prize award error processing process at the starting gate and terminates the special symbol random number acquisition process (step S535).
[0289] Figure 28 is a flowchart illustrating the acquisition-time performance determination process (step S536) in the main control board 300 according to this embodiment.
[0290] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number table based on the currently set settings. Specifically, it selects a corresponding jackpot determination random number table based on the current game state and the currently set settings. Then, based on the selected table and the jackpot determination random number stored in the target memory unit in step S535-13 above, it performs a special symbol win provisional determination process to provisionally determine whether it is a jackpot, a minor win, or a miss.
[0291] (Step S536-3) The main CPU 300a executes a special symbol provisional determination process to provisionally determine the special symbols. Here, if the result of the provisional big win lottery in step S536-1 (the result derived by the special symbol provisional win determination process) is a big win or a small win, the system loads the winning symbol random number, the winning type (whether it is a big win or a small win), and the hold type stored in the target memory in step S535-13, selects the corresponding winning symbol random number determination table, extracts the special symbol determination data, and saves the extracted special symbol determination data (type of big win or small win symbol). If the result of the provisional big win lottery in step S536-1 is a miss, the system saves the predetermined special symbol determination data for misses (type of miss symbol).
[0292] (Step S536-5) The main CPU 300a sets the pre-read symbol type specification command (pre-read specification command) corresponding to the special symbol judgment data saved in step S536-3 into the transmission buffer.
[0293] (Step S536-7) The main CPU 300a determines whether the result derived from the special symbol win provisional determination process in step S536-1 is a big win or a small win. If it determines that it is a big win or a small win, it proceeds to step S536-9; if it determines that it is neither a big win nor a small win (i.e., a loss), it proceeds to step S536-11.
[0294] (Step S536-9) The main CPU 300a sets the random number determination table for determining the reach mode during a big win (see Figures 9(b) and (c)) or the random number determination table for determining the reach mode during a small win (Figures 9(d) and (e)), and then proceeds to step S536-19.
[0295] (Step S536-11) The main CPU 300a loads the random number used to determine the reach group, which was stored in the target memory unit in step S535-13 above.
[0296] (Step S536-13) The main CPU 300a determines whether the random number used to determine the reach group loaded in step S536-11 is a fixed value (8500 or greater). Here, the group type is determined by referring to the random number determination table for determining the reach group, which is selected according to the number of reserved numbers stored. At this time, the random number used to determine the reach group is obtained from the range of 0 to 10006. If the value of the random number used to determine the reach group is 8500 or greater, the same random number determination table is selected regardless of the number of reserved numbers. If the value of the random number used to determine the reach group is less than 8500, a different random number determination table is selected according to the number of reserved numbers. Hereinafter, among the random numbers used to determine the reach group, values in the range of 0 to 8499 for which a different random number determination table is selected according to the number of reserved numbers will be referred to as undefined values, and values in the range of 8500 to 10006 for which the same random number determination table is selected regardless of the number of reserved numbers will be referred to as fixed values. If it is determined that the random number used to determine the reach group loaded in step S536-11 is a fixed value (8500 or greater), the process moves to step S536-15. If it is determined that the random number used to determine the reach group loaded in step S536-11 is not a fixed value (8500 or greater), the process moves to step S536-27.
[0297] (Step S536-15) The main CPU 300a sets up the reach group determination random number judgment table (see Figure 8). Note that there are multiple types of reach group determination random number judgment tables depending on the number of reserved numbers, but here, the table used when the number of reserved numbers is 0 is selected. Then, based on the set reach group determination random number judgment table and the reach group determination random number stored in the target memory unit in step S535-13 above, the reach group (group type) is provisionally determined.
[0298] (Step S536-17) The main CPU 300a sets a random number determination table for determining the reach mode when a loss occurs (see Figure 9(a)) corresponding to the group type provisionally determined in step S536-15 above, and then moves the process to step S536-19.
[0299] (Step S536-19) The main CPU 300a provisionally determines the variation mode number based on the reach mode determination random number judgment table set in step S536-9 or step S536-17 and the reach mode determination random number stored in the target memory in step S535-13. At this point, along with the variation mode number, the variation pattern random number judgment table is also provisionally determined.
[0300] (Step S536-21) The main CPU 300a sets a look-ahead specified variable mode command (look-ahead specified command) corresponding to the variable mode number provisionally determined in step S536-19 above into the transmit buffer.
[0301] (Step S536-23) The main CPU 300a provisionally determines the variation pattern number based on the variation pattern random number determination table provisionally determined in step S536-19 and the variation pattern random numbers stored in the target memory unit in step S535-13.
[0302] (Step S536-25) The main CPU 300a sets the pre-read specified variation pattern command (pre-read specified command) corresponding to the variation pattern number provisionally determined in step S536-23 above into the transmission buffer, and terminates the acquisition time performance determination process.
[0303] (Step S536-27) The main CPU 300a sets an undefined value command (pre-read specified variation mode command and pre-read specified variation pattern command = 7FH) in the transmission buffer for newly stored hold data in the target memory unit, indicating that the group type, i.e., the variation pattern, will change according to the number of hold data at the time the hold data is read, and then terminates the performance determination process at the time of acquisition.
[0304] Figure 29 is a diagram illustrating the special game management phase according to this embodiment. As already explained, in this embodiment, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game triggered by the passage of a game ball through the gate 124 (entry of a game ball into the normal operation port 125) proceed simultaneously. The processing related to the special game is executed in stages and repeatedly, and the main control board 300 manages each of these special game-related processes through the special game management phase.
[0305] As shown in Figure 29, the main ROM 300b stores multiple special game control modules for executing and controlling special games, and each of these special game control modules is associated with a special game management phase. Specifically, if the special game management phase is "00H", a module for executing the "special symbol variation waiting process" is called; if the special game management phase is "01H", a module for executing the "special symbol variation in progress process" is called; if the special game management phase is "02H", a module for executing the "special symbol stop symbol display process" is called; if the special game management phase is "03H" or "07H", a module for executing the "pre-opening process for the big prize slot" is called; if the special game management phase is "04H" or "08H", a module for executing the "big prize slot opening control process" is called; if the special game management phase is "05H" or "09H", a module for executing the "big prize slot closing valid process" is called; and if the special game management phase is "06H" or "0AH", a module for executing the "big prize slot closing wait process" is called.
[0306] Figure 30 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0307] (Step S600-1) The main CPU 300a loads the special game management phase.
[0308] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1 above.
[0309] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above and starts processing.
[0310] (Step S600-7) The main CPU 300a loads the special game timer, which manages the control time for special games, and then terminates the special game management process.
[0311] Figure 31 is a flowchart illustrating the special symbol variation waiting process in the main control board 300. This special symbol variation waiting process is executed when the special game management phase is "00H".
[0312] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved ball count (X2), is "1" or greater. If it determines that the special 2 reserved ball count (X2) is "1" or greater, the process moves to step S610-7; if it determines that the special 2 reserved ball count (X2) is not "1" or greater, the process moves to step S610-3.
[0313] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved ball count (X1), is "1" or greater. If it determines that the special 1 reserved ball count (X1) is "1" or greater, the process moves to step S610-7; if it determines that the special 1 reserved ball count (X1) is not "1" or greater, the process moves to step S610-5.
[0314] (Step S610-5) The main CPU 300a sets the customer waiting command in the transmission buffer, executes the customer waiting setting process to set the machine to a customer waiting state, and then terminates the special symbol variation waiting process.
[0315] (Step S610-7) The main CPU 300a blocks the special symbol 2 reserved balls stored in the first to fourth memory units of the second special symbol reserved ball storage area, or the special symbol 1 reserved balls stored in the first to fourth memory units of the first special symbol reserved ball storage area, to the memory unit with the smaller ordinal number. Specifically, in step S610-1 above, if it is determined that the number of special symbol 2 reserved balls is "1" or more, the special symbol 2 reserved balls stored in the second to fourth memory units of the second special symbol reserved ball storage area are transferred to the first to third memory units. In addition, the main RAM 300c is provided with a memory unit 0 to be processed, and the special symbol 2 reserved balls stored in the first memory unit are block-transferred to the memory unit 0. Furthermore, in step S610-3 above, if it is determined that the number of special symbol 1 reserved balls is "1" or more, the special symbol 1 reserved balls stored in the second to fourth memory units of the first special symbol reserved ball storage area are transferred to the first to third memory units, and the special symbol 1 reserved balls stored in the first memory unit are block-transferred to the zero memory unit. In this special symbol storage area shift process, the counter value of the target special symbol reserved ball count counter corresponding to the reserved ball type transferred to the zero memory unit is deducted by "1", and a reserved ball reduction specification command indicating that the special symbol 1 reserved balls or special symbol 2 reserved balls have been reduced by "1" is set in the transmission buffer.
[0316] (Step S611) The main CPU 300a executes a special symbol win determination process for the major prize lottery. This special symbol win determination process will be described later.
[0317] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbols. Here, if the determination information (lottery result of the major role lottery) stored in step S611 is a big win or a minor win, the winning type (whether it is a big win or a minor win) and the hold type are loaded, and the corresponding winning symbol random number determination table is set. Then, referring to the set winning symbol random number determination table, the special symbol determination data is extracted using the winning symbol random number transferred to the 0th memory unit, and the extracted special symbol determination data (type of big win symbol or minor win symbol) is saved. On the other hand, if the lottery result of the major role lottery stored in step S611 is a miss, if the hold type is special 1 hold, special symbol X is saved as a miss, and if the hold type is special 2 hold, special symbol Y is saved as a miss. Here, a symbol type specification command corresponding to the saved special symbol determination data is set in the transmit buffer.
[0318] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol judgment data extracted in step S610-11 above. The first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately light up.
[0319] (Step S612) The main CPU 300a executes a special symbol variation number determination process that determines the variation mode number and variation pattern number. Details of this special symbol variation number determination process will be described later.
[0320] (Step S610-15) The main CPU 300a loads the variation mode number and variation pattern number determined in step S612 above, and determines variation time 1 and variation time 2 by referring to the variation time determination table. Then, it sets the total duration of the determined variation times 1 and 2 in the special symbol variation timer.
[0321] (Step S610-17) The main CPU 300a performs a reserve area setting process, which includes storing the game state when a major role lottery is executed in the game state buffer. In this reserve area setting process, if the result of the major role lottery is a jackpot, it stores game state information to be set after the major role game, the type of jackpot symbol (special symbol judgment data), etc., in the reserve area of the main RAM 300c.
[0322] (Step S610-19) The main CPU 300a executes a process to set the special symbol display counter in order to start the variable display of special symbols in the first special symbol display unit 160 or the second special symbol display unit 162. Each segment of the 7-segment display that makes up the first special symbol display unit 160 and the second special symbol display unit 162 is associated with a counter value, and the segment corresponding to the counter value set in the special symbol display counter is controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable display of special symbols starts is set in the special symbol display counter. Note that the special symbol display counter is provided separately as a special symbol 1 display counter corresponding to the first special symbol display unit 160 and a special symbol 2 display counter corresponding to the second special symbol display unit 162, and here, the counter value is set in the counter corresponding to the hold type.
[0323] (Step S610-21) The main CPU 300a loads the counter values of the Special Symbol 1 Reserve Ball Count Counter and the Special Symbol 2 Reserve Ball Count Counter, and sets the Special Symbol Reserve Designation Command in the transmission buffer. Here, the Special Symbol 1 Reserve Designation Command is set based on the counter value of the Special Symbol 1 Reserve Ball Count Counter (Special Symbol 1 Reserve Count), and the Special Symbol 2 Reserve Designation Command is set based on the counter value of the Special Symbol 2 Reserve Ball Count Counter (Special Symbol 2 Reserve Count). Also here, the Special Symbol Winning Order Command, corresponding to the winning order of the Special Symbol 1 Reserve and Special Symbol 2 Reserve stored in step S610-7 above, is set in the transmission buffer. As a result, each time a Special Symbol 1 Reserve or Special Symbol 2 Reserve is consumed, the number of Special Symbol 1 Reserves and Special Symbol 2 Reserves, as well as the winning order of each of these Reserves, are transmitted to the sub-control board 330.
[0324] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and terminates the special symbol variation waiting process.
[0325] Figure 32 is a flowchart illustrating the special symbol hit detection process (S611) according to this embodiment.
[0326] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0327] (Step S611-3) The main CPU 300a loads the registered settings from the settings buffer.
[0328] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in step S611-3 is within the normal range. If it determines that the value is within the normal range, it proceeds to step S611-11; otherwise, it proceeds to step S611-7.
[0329] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal state).
[0330] (Step S611-9) The main CPU 300a sets a setting error status command (subcommand) in the transmission buffer and terminates the special symbol hit detection process. When this setting error status command is transmitted to the sub-control board 330, a notification indicating a setting error is issued.
[0331] (Step S611-11) The main CPU 300a refers to the jackpot determination random number judgment table corresponding to the information loaded in steps S611-1 and S611-3 above, and sets the lower limit and upper limit values, respectively, for determining whether it is a jackpot or a minor win.
[0332] (Step S611-13) The main CPU 300a compares the jackpot determination random number transferred to the 0th memory unit with the above lower and upper limits and performs a determination process (jackpot lottery) to determine whether a jackpot or a minor win has been achieved.
[0333] (Step S611-15) The main CPU 300a sets the result of the judgment process in step S611-13 as judgment information and terminates the special symbol win judgment process.
[0334] Figure 33 is a flowchart illustrating the special pattern variation number determination process in the main control board 300 according to this embodiment.
[0335] (Step S612-1) The main CPU 300a determines whether the variable pattern selection status flag is 01H or higher. If it determines that the variable pattern selection status flag is 01H or higher, it proceeds to step S612-3; if it determines that the variable pattern selection status flag is not 01H or higher, it proceeds to step S612-5.
[0336] Here, there are five types of variation pattern selection status flags: 00H, 01H, 02H, 03H, and 04H. Each variation pattern selection status flag indicates the variation state, with 00H corresponding to the normal variation state, 01H to the first variation state, 02H to the second variation state, 03H to the third variation state, and 04H to the fourth variation state. The variation state determines which table (reach group determination random number judgment table, reach mode determination random number judgment table, variation pattern random number judgment table) to select.
[0337] In the first to fourth variation states, the selection of which table to use is defined for each variation state based on the number of times the symbols are displayed in variation (number of variations). Therefore, when the variation pattern selection state flag is 01H or higher, the main CPU 300a selects a pre-set table based on both the variation pattern selection state flag and the number of variations, and then determines the variation information by referring to the selected table. On the other hand, in the normal variation state, the variation information is determined by referring to the table corresponding to the current game state, etc., regardless of the number of variations.
[0338] (Step S612-3) The main CPU 300a increments the fluctuation count counter. The fluctuation count counter is a counter that counts the number of fluctuations in the current fluctuation state.
[0339] (Step S612-5) The main CPU 300a determines whether the result of the major prize lottery in step S611 is a big win or a minor win. If it determines that it is a big win or a minor win, it proceeds to step S612-7. If it determines that it is neither a big win nor a minor win (it is a miss), it proceeds to step S612-11.
[0340] (Step S612-7) The main CPU 300a loads the variable pattern selection status flag.
[0341] (Step S612-9) If the variable pattern selection status flag loaded in step S612-7 is 01H or higher, the main CPU 300a sets a random number determination table for determining the reach mode based on the variable pattern selection status flag and the counter value of the variable count counter. If the variable pattern selection status flag loaded in step S612-7 is 00H, the main CPU 300a sets a random number determination table for determining the reach mode corresponding to the current game state and the type of hold.
[0342] (Step S612-11) If the type of the read-out hold is Special 2 hold, the main CPU 300a checks the counter value of the Special Symbol 2 hold ball count counter, and if the type of the read-out hold is Special 1 hold, it checks the counter value of the Special Symbol 1 hold ball count counter.
[0343] (Step S612-13) The main CPU 300a loads the variable pattern selection status flag.
[0344] (Step S612-15) If the variable pattern selection status flag loaded in step S612-13 is 01H or higher, the main CPU 300a sets a random number determination table for determining the reach group based on the variable pattern selection status flag, the counter value of the variable count counter, the type of hold, and the number of holds confirmed in step S612-11. On the other hand, if the variable pattern selection status flag loaded in step S612-13 is 00H, the main CPU 300a sets a corresponding random number determination table for determining the reach group based on the current game state, the number of holds confirmed in step S612-11, and the type of hold. Then, based on the set random number determination table for determining the reach group and the random number for determining the reach group transferred to the 0th memory unit in step S610-7, the main CPU 300a determines the reach group (group type).
[0345] (Step S612-17) The main CPU 300a sets up a random number determination table for determining the reach mode in case of a loss, which corresponds to the group type determined in step S612-15 above.
[0346] (Step S612-19) The main CPU 300a determines the variable mode number based on the reach mode determination random number judgment table set in step S612-9 or step S612-17 and the reach mode determination random number transferred to the 0th memory unit in step S610-7. At this point, the variable pattern random number judgment table is also determined along with the variable mode number.
[0347] (Step S612-21) The main CPU 300a sets the variable mode command corresponding to the variable mode number determined in step S612-19 above into the transmit buffer.
[0348] (Step S612-23) The main CPU 300a determines the variation pattern number based on the variation pattern random number determination table determined in step S612-19 and the variation pattern random number transferred to the 0th memory unit in step S610-7.
[0349] (Step S612-25) The main CPU 300a sets the variable pattern command corresponding to the variable pattern number determined in step S612-23 above into the transmission buffer, and terminates the special symbol variable number determination process.
[0350] Figure 34 is a flowchart illustrating the special symbol variation processing in the main control board 300 according to this embodiment. This special symbol variation processing is executed when the special game management phase is "01H".
[0351] (Step S620-1) The main CPU 300a executes the process of updating the special symbol variation base counter. The special symbol variation base counter is set so that it completes one cycle in a predetermined period (for example, 100ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and if the counter value is "1" or greater, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0352] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 is "0". If the counter value is "0", the process moves to step S620-5; otherwise, the process moves to step S620-9.
[0353] (Step S620-5) The main CPU 300a performs a special symbol variation timer update process, which subtracts a predetermined value from the timer value of the special symbol variation timer set in step S610-15 above.
[0354] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol variation timer, which was updated in step S620-5 above, is "0". If the timer value is "0", the process moves to step S620-15; otherwise, the process moves to step S620-9.
[0355] (Step S620-9) The main CPU 300a updates the special symbol display timers that measure the illumination time of each segment of the 7-segment display that makes up the first special symbol display unit 160 and the second special symbol display unit 162. Specifically, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0356] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0". If it determines that the timer value of the special symbol display timer is "0", it proceeds to step S620-13. If it determines that the timer value of the special symbol display timer is not "0", it terminates the special symbol variation process.
[0357] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display counter to be updated and terminates the special symbol variation process. As a result, each segment that makes up the 7-segment display lights up sequentially at predetermined time intervals.
[0358] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0359] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 above to the target special symbol display symbol counter. As a result, the determined special symbol is displayed as stopped on the first special symbol display unit 160 or the second special symbol display unit 162.
[0360] (Step S620-19) The main CPU 300a sets a special symbol stop command in the transmission buffer, indicating that a special symbol has been stopped and displayed on the first special symbol indicator 160 or the second special symbol indicator 162.
[0361] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for the special symbol to be displayed in a stopped state, to the special game timer and terminates the special symbol variation processing.
[0362] Figure 35 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to this embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0363] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the special symbol stop symbol display process. If it determines that the timer value of the special game timer is "0", it moves to step S630-3.
[0364] (Step S630-3) The main CPU 300a checks the results of the major role lottery.
[0365] (Step S630-5) The main CPU 300a determines whether the result of the major role lottery is a jackpot. If it determines that it is a jackpot, it proceeds to step S630-19; if it determines that it is not a jackpot, it proceeds to step S630-7.
[0366] (Step S630-7) The main CPU 300a executes the count limit management process. Here, it loads the special symbol probability state flag to check whether the current game state is a low probability game state or a high probability game state. If the game state is a high probability game state, it updates the high probability count limit counter value to a value obtained by subtracting "1" from the current counter value. If the high probability count limit counter value becomes "0" as a result of updating it, it sets the special symbol probability state flag corresponding to the low probability game state. As a result, in the high probability game state, once the special symbols have been confirmed a predetermined number of times without winning a jackpot, the game state will transition to the low probability game state.
[0367] Furthermore, a time-saving state flag is loaded here to identify whether the game state is a non-time-saving game state or a time-saving game state, and the current game state is checked to determine whether it is a non-time-saving game state or a time-saving game state. If the game state is a time-saving game state, the counter value of the time-saving count counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the time-saving count counter, the time-saving state flag corresponding to a non-time-saving game state is set. As a result, in a time-saving game state, once the special symbols have been confirmed a predetermined number of times without winning a jackpot, the game state will transition to a non-time-saving game state.
[0368] (Step S631) The main CPU 300a performs a change state update process to update the change state. This change state update process will be described later using Figure 36.
[0369] (Step S630-11) The main CPU 300a sets a command to the transmission buffer that specifies the game state when a special symbol is confirmed, indicating the game state at the time the special symbol is confirmed.
[0370] (Step S630-13) The main CPU 300a sets a count command in the transmission buffer to transmit the high-probability count and time-saving count updated in step S630-7 above to the sub-control board 330.
[0371] (Step S630-15) The main CPU 300a determines whether the result of the major prize draw is a minor prize. If it determines that it is a minor prize, it proceeds to step S630-21; if it determines that it is not a minor prize, it proceeds to step S630-17.
[0372] (Step S630-17) The main CPU 300a updates the special game management phase to "00H" and terminates the special symbol stop symbol display process. As a result, the special game management process based on hold 1 is terminated, and if special hold 1 or special hold 2 is stored, processing will be performed to start the display of the special symbol variation based on the next hold.
[0373] (Step S630-19) The main CPU 300a resets (sets) the game state to its initial state, which is the low-probability game state and the non-time-saving game state.
[0374] (Step S630-21) The main CPU 300a sets the data for the special electric mechanism operation ramset table according to the type of special symbol that has been determined.
[0375] (Step S630-23) The main CPU 300a performs the process of setting the maximum number of special electric mechanism operations. Specifically, it refers to the data set in step S630-21 above and sets a predetermined number (counter value corresponding to the type of special symbol = number of rounds) as the counter value in the special electric mechanism maximum operation counter. This special electric mechanism maximum operation counter indicates the number of rounds that can be executed in the upcoming big prize game. Meanwhile, the main RAM 300c is equipped with a special electric mechanism continuous operation counter, and the current number of rounds is managed by adding "1" to the counter value of the special electric mechanism continuous operation counter at the start of each round game. At the start of the big prize game, a process to reset (update to "0") the counter value of this special electric mechanism continuous operation counter is also executed.
[0376] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 above and saves a predetermined opening time as a timer value to the special game timer.
[0377] (Step S630-27) The main CPU 300a sets an opening designation command in the transmission buffer to inform the sub-control board 330 of the start of a major or minor win game. This opening designation command is set for each opening time, and in this case, the opening designation command corresponding to the opening time saved in step S630-25 above is set in the transmission buffer.
[0378] (Step S630-29) If the result of the major role lottery confirmed in step S630-3 above is a jackpot, the main CPU 300a updates the special game management phase to "07H", and if it is a minor win, it updates the special game management phase to "03H", and terminates the special symbol stop symbol display process. This starts either a jackpot game or a minor win game.
[0379] Figure 36 is a flowchart illustrating the fluctuating state update process in the main control board 300 according to this embodiment.
[0380] (Step S631-1) The main CPU 300a determines whether the variable pattern selection status flag is 01H or higher. If it determines that the variable pattern selection status flag is 01H or higher, the process moves to step S631-3; if it determines that the variable pattern selection status flag is not 01H or higher, the process moves to step S631-9.
[0381] (Step S631-3) The main CPU 300a determines whether the number of fluctuations has reached a predetermined number. If it determines that the number of fluctuations has reached the predetermined number, it proceeds to step S631-5; if it determines that the number of fluctuations has not reached the predetermined number, it proceeds to step S631-9.
[0382] (Step S631-5) The main CPU 300a resets (sets to 0) the counter value (number of changes) of the change count counter.
[0383] (Step S631-7) The main CPU 300a updates the variable pattern selection status flag to 00H.
[0384] (Step S631-9) The main CPU 300a loads the variable pattern selection status flag, sets the variable status specification command corresponding to the loaded variable pattern selection status flag, and then terminates the variable status update process.
[0385] Figure 37 is a flowchart illustrating the pre-processing for opening the main prize slot in the main control board 300 according to this embodiment. This pre-processing for opening the main prize slot is executed when the special game management phase is "03H" or "07H".
[0386] (Step S640-1) The main CPU 300a determines whether the timer value of the special game timer is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the pre-processing for opening the big prize slot. If it determines that the timer value of the special game timer is "0", it proceeds to step S640-3.
[0387] (Step S640-3) The main CPU 300a updates the counter value of the special electric mechanism continuous operation count counter to the current counter value plus "1".
[0388] (Step S640-5) The main CPU 300a sets a command to specify the opening of the large prize slots in the transmission buffer to transmit to the sub-control board 330 that the first large prize slot 126 and the second large prize slot 128 have started to open (the start of the round game).
[0389] (Step S641) The main CPU 300a executes the process of switching the opening and closing of the main prize slot. This process will be explained later.
[0390] (Step S640-7) The main CPU 300a updates the special game management phase to the current value plus 01H ("04H" or "08H"), and terminates the pre-processing for opening the big prize slot.
[0391] Figure 38 is a flowchart illustrating the opening and closing switching process of the main prize slot in the main control board 300 according to this embodiment.
[0392] (Step S641-1) The main CPU 300a determines whether the counter value of the special electric mechanism opening / closing switch count counter is the upper limit of the number of times the special electric mechanism is opened and closed (the number of times the first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of gameplay). If it is determined that the counter value is the upper limit, the process of opening and closing the large prize openings is terminated. If it is determined that the counter value is not the upper limit, the process moves to step S641-3.
[0393] (Step S641-3) The main CPU 300a refers to the data in the special electric mechanism operation ramset table and extracts solenoid control data for controlling the energization of the first large prize slot solenoid 126c or the second large prize slot solenoid 128c, as well as timer data which is the energization time or de-energization time of the first large prize slot solenoid 126c or the second large prize slot solenoid 128c, based on the counter value of the special electric mechanism opening / closing switch counter.
[0394] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize solenoid energization control process to either start energizing the first large prize solenoid 126c or the second large prize solenoid 128c, or to stop energizing the first large prize solenoid 126c or the second large prize solenoid 128c. This execution of the large prize solenoid energization control process results in the start or stop of energizing the first large prize solenoid 126c or the second large prize solenoid 128c being controlled in steps S400-31 and S400-33 above.
[0395] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 above to the special game timer. The timer value saved to the special game timer here is the maximum opening time for the first and second large prize winning slots 126 and 128 in one go.
[0396] (Step S641-9) The main CPU 300a determines whether the first large prize slot solenoid 126c or the second large prize slot solenoid 128c is in the power-on state, that is, whether the control process to start powering the first large prize slot solenoid 126c or the second large prize slot solenoid 128c was performed in step S641-5 above. If it is determined that the power-on state has been started, the process moves to step S641-11; if it is determined that the power-on state has not been started, the large prize slot opening / closing switching process is terminated.
[0397] (Step S641-11) The main CPU 300a updates the counter value of the special electric mechanism opening / closing count counter to the current counter value plus "1", and then terminates the process of opening / closing the large prize slot.
[0398] Figure 39 is a flowchart illustrating the big prize opening control process in the main control board 300 according to this embodiment. This big prize opening control process is executed when the special game management phase is "04H" or "08H".
[0399] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 is not "0". If it determines that the timer value of the special game timer is not "0", it proceeds to step S650-5. If it determines that the timer value of the special game timer is "0", it proceeds to step S650-3.
[0400] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric mechanism opening / closing switch count counter is the upper limit of the number of times the special electric mechanism can be opened / closed. If it determines that the counter value is the upper limit, the process moves to step S650-7; if it determines that the counter value is not the upper limit, the process moves to step S641.
[0401] (Step S641) In step S650-3 above, if the counter value of the special electric mechanism opening / closing switch count counter is determined not to be the upper limit of the number of times the special electric mechanism can be opened / closed, the main CPU 300a executes the process in step S641 above.
[0402] (Step S650-5) The main CPU 300a determines whether the counter value of the large prize-winning ball counter, which was updated in step S500-9 above, has reached a predetermined number, that is, whether the same number of game balls as the maximum number of balls that can be won in one round have entered the first large prize-winning ball 126 or the second large prize-winning ball 128. If it determines that the predetermined number has not been reached, the large prize-winning ball opening control process is terminated, and if it determines that the predetermined number has been reached, the process moves to step S650-7.
[0403] (Step S650-7) The main CPU 300a executes the necessary prize-winning gate closing process to close the first prize-winning gate 126 and the second prize-winning gate 128 by stopping the power supply to the first prize-winning gate solenoid 126c and the second prize-winning gate solenoid 128c. As a result, the first prize-winning gate 126 and the second prize-winning gate 128 are closed.
[0404] (Step S650-9) The main CPU 300a saves the effective closing time (interval time) for the big prize slot to the special game timer.
[0405] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("05H" or "09H").
[0406] (Step S650-13) The main CPU 300a sets a command to specify that the first and second prize winning holes 126 and 128 have been closed, and then terminates the prize winning hole opening control process.
[0407] Figure 40 is a flowchart illustrating the process for activating the closure of the main prize slot in the main control board 300 according to this embodiment. This process for activating the closure of the main prize slot is executed when the special game management phase is "05H" or "09H".
[0408] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the process of activating the closing of the big prize slot. If it determines that the timer value of the special game timer is "0", it proceeds to step S660-3.
[0409] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric mechanism continuous operation count counter matches the counter value of the special electric mechanism maximum operation count counter, that is, whether the number of rounds of gameplay that have been set in advance has ended. If it is determined that the counter value of the special electric mechanism continuous operation count counter matches the counter value of the special electric mechanism maximum operation count counter, the process moves to step S660-9; if it is determined that they do not match, the process moves to step S660-5.
[0410] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". Note that if the special game management phase is "05H", that is, during the control of a minor win game, the number of rounds for the minor win game is "1", so step S660-3 above will always be judged as YES, and the process will not proceed to that step.
[0411] (Step S660-7) The main CPU 300a saves the predetermined closure time for the large prize slot to the special game timer and terminates the process of activating the closure of the large prize slot. As a result, the next round of gameplay begins.
[0412] (Step S660-9) The main CPU 300a executes the ending time setting process, which saves the ending time to a special game timer.
[0413] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0414] (Step S660-13) The main CPU 300a sets an ending specification command, indicating the start of the ending, into the transmission buffer and terminates the process of activating the closing of the grand prize jackpot.
[0415] Figure 41 is a flowchart illustrating the big prize entry end wait processing in the main control board 300 according to this embodiment. This big prize entry end wait processing is executed when the special game management phase is "06H" or "0AH".
[0416] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the big prize entry end wait process. If it determines that the timer value of the special game timer is "0", it proceeds to step S670-3.
[0417] (Step S670-3) The main CPU 300a executes a state setting process to determine the game state after a major win has ended. Here, the game state after a major win is set based on the winning symbols that triggered the major win. Specifically, if the winning symbols that triggered the major win were special symbols B and C, the game is set to a high-probability game state and a time-saving game state, and the number of high-probability rounds and time-saving rounds are set to 10,000. If the winning symbols that triggered the major win were special symbols A, the game is set to a low-probability game state and a time-saving game state, and the number of time-saving rounds is set to 100.
[0418] Furthermore, based on the winning symbols that triggered the major win or minor win, this process also sets the spin pattern selection status flag and the number of spins in order to determine the spin state after the major win or minor win has ended.
[0419] (Step S670-5) The main CPU 300a sets a game state change specification command in the transmission buffer to transmit the game state that will be set after the end of a major game.
[0420] (Step S670-7) The main CPU 300a sets the number of counts specified in step S670-3, which were saved in the above step, into the transmission buffer.
[0421] (Step S670-9) The main CPU 300a sets a variable state specification command in the transmission buffer to transmit the variable state that is set after the end of a major win game or a minor win game.
[0422] (Step S670-11) The main CPU 300a updates the special game management phase to "00H" and terminates the waiting process for the end of the big prize entry. As a result, if special 1 or special 2 reserves are stored, the display of the special symbols will resume.
[0423] Figure 42 is a diagram illustrating the normal game management phase according to this embodiment. As already explained, in this embodiment, the processing related to normal gameplay, triggered by the passage of a game ball through the gate 124 (entry of a game ball into the normal operation opening 125), is executed in stages and repeatedly. The main control board 300 manages each of these normal game-related processes through the normal game management phase.
[0424] As shown in Figure 42, the main ROM 300b stores multiple normal game control modules for executing and controlling normal gameplay, and each of these normal game control modules is associated with a normal game management phase. Specifically, if the normal game management phase is "00H", a module for executing the "normal symbol variation waiting process" is called; if the normal game management phase is "01H", a module for executing the "normal symbol variation in progress process" is called; if the normal game management phase is "02H", a module for executing the "normal symbol stop symbol display process" is called; if the normal game management phase is "03H", a module for executing the "normal electric prize entry opening pre-processing" is called; if the normal game management phase is "04H", a module for executing the "normal electric prize entry opening control process" is called; if the normal game management phase is "05H", a module for executing the "normal electric prize entry closing effective process" is called; and if the normal game management phase is "06H", a module for executing the "normal electric prize entry closing wait process" is called.
[0425] Figure 43 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to this embodiment.
[0426] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0427] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1 above.
[0428] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts processing.
[0429] (Step S700-7) The main CPU 300a loads the normal game timer, which manages the control time for normal gameplay.
[0430] Figure 44 is a flowchart illustrating the normal symbol variation waiting process in the main control board 300 according to this embodiment. This normal symbol variation waiting process is executed when the normal game management phase is "00H".
[0431] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol reserve ball counter and determines whether the counter value is "0", that is, whether there are "0" normal symbol reserves. If it determines that the counter value is "0", it terminates the normal symbol variation waiting process, and if it determines that the counter value is not "0", it moves to step S710-3.
[0432] (Step S710-3) The main CPU 300a blocks the normal symbol reserves (winning random numbers) stored in the first to fourth memory units of the normal symbol reserve memory area and transfers them to the memory unit with the smaller ordinal number. Specifically, it transfers the normal symbol reserves stored in the second to fourth memory units to the first to third memory units. The main RAM 300c is also provided with a zero memory unit to be processed, and it transfers the normal symbol reserves stored in the first memory unit to the zero memory unit. During this normal symbol memory area shift process, the counter value of the normal symbol reserve ball count counter is deducted by "1", and a normal symbol reserve reduction command, indicating that the normal symbol reserve has been reduced by "1", is set in the transmission buffer.
[0433] (Step S710-5) The main CPU 300a loads the random number that determines the winning combination, which has been transferred to the 0th memory unit, selects a random number determination table that corresponds to the current game state, performs a regular symbol draw, and executes a regular symbol winning determination process that stores the result of that draw.
[0434] (Step S710-7) The main CPU 300a saves the regular symbol stop number corresponding to the result of the regular symbol lottery in step S710-5 above. In this embodiment, the regular symbol indicator 168 is composed of one LED lamp, and the regular symbol indicator 168 lights up when there is a win, and turns off when there is a loss. The regular symbol stop number determined here indicates whether or not the regular symbol indicator 168 will ultimately light up. For example, if there is a win, "0" is determined as the regular symbol stop number, and if there is a loss, "1" is determined as the regular symbol stop number.
[0435] (Step S710-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.
[0436] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning random number transferred to the 0th memory unit in step S710-3 and the normal symbol variation time data table set in step S710-9.
[0437] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above to the normal game timer.
[0438] (Step S710-15) The main CPU 300a executes a process to set the normal symbol display counter in the normal symbol display unit 168 in order to start the display of the normal symbols in a variable state. If the counter value of this normal symbol display counter is set to, for example, "0", the normal symbol display unit 168 is controlled to light up, and if the counter value is set to "1", the normal symbol display unit 168 is controlled to turn off. Here, a predetermined counter value is set to the normal symbol display counter when the display of the normal symbols in a variable state begins.
[0439] (Step S710-17) The main CPU 300a sets a "Plant Hold Specification Command" in the transmission buffer, which indicates the number of Plan Holds stored in the Plan Hold Storage Area.
[0440] (Step S710-19) The main CPU 300a sets a normal symbol specification command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the normal symbol hit determination process.
[0441] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and terminates the normal symbol variation waiting process.
[0442] Figure 45 is a flowchart illustrating the processing during normal symbol variation in the main control board 300 according to this embodiment. This normal symbol variation processing is executed when the normal game management phase is "01H".
[0443] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 is "0". If the timer value is "0", the process moves to step S720-9; otherwise, the process moves to step S720-3.
[0444] (Step S720-3) The main CPU 300a updates the regular symbol display timer, which measures the on-time and off-time of the regular symbol display unit 168. Specifically, if the timer value of the regular symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0445] (Step S720-5) The main CPU 300a determines whether the timer value of the normal symbol display timer is "0". If it determines that the timer value of the normal symbol display timer is "0", it proceeds to step S720-7. If it determines that the timer value of the normal symbol display timer is not "0", it terminates the normal symbol variation process.
[0446] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display counter. Here, if the counter value of the normal symbol display counter was a value indicating that the normal symbol display unit 168 was off, it is updated to a value indicating that it was on. If the counter value was indicating that the normal symbol display unit 168 was on, it is updated to a value indicating that it was off, and the normal symbol variation process is terminated. As a result, the normal symbol display unit 168 will repeatedly turn on and off (blink) at predetermined time intervals throughout the normal symbol variation time.
[0447] (Step S720-9) The main CPU 300a saves the regular symbol stop symbol number (counter value) determined in step S710-7 above to the regular symbol display symbol counter. As a result, the regular symbol display unit 168 is ultimately controlled to light up or turn off, and the result of the regular symbol lottery is announced.
[0448] (Step S720-11) The main CPU 300a sets the normal symbol change stop time, which is the time it takes for the normal symbols to stop displaying, to the normal game timer.
[0449] (Step S720-13) The main CPU 300a sets a normal symbol stop command in the transmit buffer, indicating that the normal symbol stop display has started.
[0450] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the normal symbol variation processing.
[0451] Figure 46 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to this embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0452] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal symbol stop symbol display process. If it determines that the timer value of the normal game timer is "0", it moves to step S730-3.
[0453] (Step S730-3) The main CPU 300a checks the results of the general lottery.
[0454] (Step S730-5) The main CPU 300a determines whether the result of the lottery is a win. If it determines that it is a win, it proceeds to step S730-9; if it determines that it is not a win (it is a loss), it proceeds to step S730-7.
[0455] (Step S730-7) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal symbol stop and symbol display processing. As a result, the normal game management processing based on the 1 normal symbol hold is terminated, and if a normal symbol hold is stored, processing is performed to start the display of the changing normal symbols based on the next hold.
[0456] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before the normal power is opened as a timer value to the normal game timer.
[0457] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and terminates the normal symbol stop symbol display process. As a result, the opening and closing control of the second start port 122 begins.
[0458] Figure 47 is a flowchart illustrating the pre-processing for opening the normal electric prize winning slot in the main control board 300 according to this embodiment. This pre-processing for opening the normal electric prize winning slot is executed when the normal game management phase is "03H".
[0459] (Step S740-1) The main CPU 300a determines whether the timer value of the normal game timer is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the pre-processing for opening the normal electric prize entry point. If it determines that the timer value of the normal game timer is "0", it proceeds to step S741.
[0460] (Step S741) The main CPU 300a executes the process of switching the opening and closing of the standard electric prize entry slot. This process of switching the opening and closing of the standard electric prize entry slot will be described later.
[0461] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and terminates the pre-processing for opening the normal electric prize entry point.
[0462] Figure 48 is a flowchart illustrating the switching process for opening and closing the ordinary electric prize slot in the main control board 300 according to this embodiment.
[0463] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing count counter is the upper limit of the normal electric mechanism opening / closing count (the number of times the movable piece 122b opens and closes during one opening / closing control). If it determines that the counter value is the upper limit, the normal electric mechanism prize entry opening / closing switching process is terminated. If it determines that the counter value is not the upper limit, the process moves to step S741-3.
[0464] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (power supply control data or power supply deactivation control data) for controlling the power supply of the ordinary electric mechanism solenoid 122c, and timer data which is the power supply time (solenoid power supply time) or power supply deactivation time (ordinary power closing effective time = pause time) of the ordinary electric mechanism solenoid 122c, based on the counter value of the ordinary electric mechanism opening / closing switch count counter.
[0465] (Step S741-5) Based on the solenoid control data extracted in step S741-3 above, the main CPU 300a executes a solenoid power supply control process to either start or stop the power supply to the solenoid 122c. This solenoid power supply control process allows for the start or stop of power supply to the solenoid 122c in steps S400-31 and S400-33.
[0466] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 above to the normal game timer. The timer value saved to the normal game timer here is the maximum opening time of the second start opening 122 in one go.
[0467] (Step S741-9) The main CPU 300a determines whether the standard electric prize solenoid 122c is in the power-on state, that is, whether the control process to start powering the standard electric prize solenoid 122c was performed in step S741-5 above. If it is determined that the power-on state is in place, the process moves to step S741-11; if it is determined that the power-on state is not in place, the standard electric prize entry opening opening / closing switching process is terminated.
[0468] (Step S741-11) The main CPU 300a updates the counter value of the normal electric mechanism opening / closing count counter to the current counter value plus "1".
[0469] Figure 49 is a flowchart illustrating the control process for opening the normal electric prize slot in the main control board 300 according to this embodiment. This control process for opening the normal electric prize slot is executed when the normal game management phase is "04H".
[0470] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is not "0". If it determines that the timer value of the normal game timer is not "0", it proceeds to step S750-5. If it determines that the timer value of the normal game timer is "0", it proceeds to step S750-3.
[0471] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing switch count counter is the upper limit of the normal electric mechanism opening / closing switch count. If it determines that the counter value is the upper limit, the process moves to step S750-7; if it determines that the counter value is not the upper limit, the process moves to step S741.
[0472] (Step S741) In step S750-3 above, if the counter value of the normal electric mechanism opening / closing count counter is determined not to be the upper limit of the normal electric mechanism opening / closing count, the main CPU 300a executes the process of step S741 above.
[0473] (Step S750-5) The main CPU 300a determines whether the counter value of the ordinary electric prize ball entry counter, which was updated in step S530-9 above, has reached a specified number, that is, whether the same number of game balls as the maximum number of prize balls that can be entered during one opening and closing control have entered the second start opening 122. If it determines that the specified number has not been reached, the ordinary electric prize entry opening control process is terminated, and if it determines that the specified number has been reached, the process moves to step S750-7.
[0474] (Step S750-7) The main CPU 300a executes the necessary process to close the second start port 122 by stopping the power supply to the ordinary electric mechanism solenoid 122c. As a result, the second start port 122 is closed.
[0475] (Step S750-9) The main CPU 300a saves the normal power-on state time to the normal game timer.
[0476] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and terminates the normal electric prize entry opening control process.
[0477] Figure 50 is a flowchart illustrating the process for activating the closing of the ordinary electric prize entry slot in the main control board 300 according to this embodiment. This process for activating the closing of the ordinary electric prize entry slot is executed when the ordinary game management phase is "05H".
[0478] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal electric prize entry opening closing process. If it determines that the timer value of the normal game timer is "0", it proceeds to step S760-3.
[0479] (Step S760-3) The main CPU 300a saves the normal power end wait time to the normal game timer.
[0480] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and terminates the normal electric prize entry opening closing process.
[0481] Figure 51 is a flowchart illustrating the normal electric prize entry point end-wait processing in the main control board 300 according to this embodiment. This normal electric prize entry point end-wait processing is executed when the normal game management phase is "06H".
[0482] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal electric prize entry point end wait process. If it determines that the timer value of the normal game timer is "0", it proceeds to step S770-3.
[0483] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal electric prize entry point end wait processing. As a result, if a normal symbol hold is stored, the display of the normal symbol fluctuations will resume.
[0484] As described above, special games and regular games proceed as various processes are executed on the main control board 300. During the progress of these games, the sub-control board 330 performs various effects based on commands transmitted from the main control board 300. An example of an effect is described below.
[0485] Figure 52 illustrates an example of a variation animation for a variation pattern without a reach according to this embodiment. As described above, when a major prize lottery is performed on the main control board 300, a variation animation that notifies the result of the major prize lottery is executed during the variation display of the special symbols, that is, for the duration of the variation of the special symbols. In this variation animation, various background images are displayed on the main animation display unit 200a, and the animation symbols 210a, 210b, and 210c are displayed superimposed on these background images. During the variation animation, sound is output from the sound output device 206 in accordance with the image displayed on the main animation display unit 200a, the animation lighting device 204 is controlled to light up, and the animation mechanism device 202 is controlled to move, but a detailed explanation is omitted here.
[0486] The variation effects according to this embodiment are broadly classified into a no-reach variation pattern and a reach variation pattern. In the no-reach variation pattern variation effect, a background image (not shown) is displayed on the main effect display unit 200a, and the effect symbols 210a, 210b, and 210c are superimposed on this background image and displayed in a variation manner. For example, as shown in Figure 52(a), suppose the effect symbols 210a, 210b, and 210c are displayed in a combination that indicates that the big win lottery result was a miss. In this state, when a variation display of a special symbol is newly performed, the three effect symbols 210a, 210b, and 210c begin to change (scroll) as shown in Figure 52(b) along with the start of the variation display of the special symbol. Note that the downward-pointing white arrow in the figure indicates that the effect symbols 210a, 210b, and 210c are scrolled in the height direction.
[0487] Then, as shown in Figure 52(c), the special symbol 210a is displayed first, and then, as shown in Figure 52(d), a special symbol 210c, which is different from special symbol 210a, is displayed. At almost the same time that the special symbol display ends and the special symbol is displayed in the first special symbol display 160 or the second special symbol display 162, the special symbol 210b is displayed, as shown in Figure 52(e), and the result of the big prize lottery is announced to the player based on the final display patterns of the three special symbols 210a, 210b, and 210c.
[0488] Figure 53 is a diagram illustrating an example of the variation animation of a normal reach variation pattern according to this embodiment. In this embodiment, the reach variation patterns are broadly classified into a normal reach variation pattern, an advanced reach variation pattern, and a pseudo-continuous reach variation pattern. The variation animation of the normal reach variation pattern is similar to that of the no-reach variation pattern, and the variation display of the animation symbols 210a, 210b, and 210c begins when the variation display of the special symbols starts, and as shown in Figure 53(a), the animation symbol 210a is displayed first. Then, as shown in Figure 53(b), the animation symbol 210c, which is the same as the animation symbol 210a, is displayed.
[0489] As shown in Figure 53(c), when the same performance symbols 210a and 210c are displayed in a reach pattern on the main performance display unit 200a, the word "Reach" is displayed superimposed on the performance symbols 210a and 210c on the main performance display unit 200a. There are multiple types of reach patterns, and the same performance symbols 210a and 210c, each bearing one of the numbers from "1" to "9", are displayed in a reach pattern. Subsequently, as shown in Figure 53(d), the shape of the performance symbols 210a and 210c is changed from before the reach pattern, and the display continues to change. Finally, as shown in Figure 53(e), a performance symbol 210b, which is different from the performance symbols 210a and 210c, is displayed, informing the player that the result of the big win lottery was a loss.
[0490] Figure 54 is a diagram illustrating an example of the variation animation of the development reach variation pattern when a miss occurs according to this embodiment, and Figure 55 is a diagram illustrating an example of the variation animation of the development reach variation pattern when a jackpot occurs according to this embodiment. In the variation animation of the development reach variation pattern, as shown in Figures 54(a) to (d) and Figures 55(a) to (d), similar to the variation animation of the normal reach variation pattern, the animation symbols 210a and 210c are displayed in a reach pattern on the main animation display unit 200a, and then a predetermined development image (video) is played and displayed in a reach development animation. In this reach development animation, for example, as shown in Figures 54(e) and 55(e), a mission is displayed on the main animation display unit 200a, and as shown in Figures 54(f), (g) and 55(f), (g), images toward achieving the mission are displayed.
[0491] Here, the development images for the reach development sequence are broadly divided into losing patterns and winning patterns. In the losing pattern development image, as shown in Figure 54(h), an image indicating the failure of the mission is ultimately displayed, and then, as shown in Figure 54(i), the performance symbols 210a, 210b, and 210c stop and display in a combination that indicates a loss. On the other hand, in the winning pattern development image, as shown in Figure 55(h), an image indicating the success of the mission is ultimately displayed, and then, as shown in Figure 55(i), the performance symbols 210a, 210b, and 210c stop and display in a combination that indicates a win.
[0492] Furthermore, the reach development sequences include, for example, mission sequences that display development images showing the content of the mission, and battle sequences that display development images showing an ally character and an enemy character fighting. The mission sequences have multiple execution patterns with different mission content, and the battle sequences have multiple execution patterns with different characters and fighting methods. As mentioned above, the execution patterns of the mission sequences are broadly divided into jackpot patterns where the mission is completed and losing patterns where the mission is failed, and similarly, the execution patterns of the battle sequences are broadly divided into jackpot patterns where the ally character defeats the enemy character and losing patterns where the ally character is defeated by the enemy character.
[0493] The winning and losing patterns are identical in content until the final stages of the animation, differing only in whether the ally character wins or loses, or whether the mission is completed or not. Therefore, during the reach development animation, the player cannot determine the result of the big win lottery until the final stages of the variation animation, thus creating a sense of anticipation for a big win.
[0494] The winning pattern is selected only if the result of the major role lottery is a jackpot, and the losing pattern is selected only if the result of the major role lottery is a loss. However, it is possible for the reach development animation to be executed twice in a single spinning animation. In this case, the first reach development animation will be executed as a losing pattern, and the second reach development animation will be executed as either a losing pattern or a jackpot pattern. The following describes the flow of the animation when the reach development animation is executed twice in a single spinning animation.
[0495] Figure 56 illustrates an example of a variation animation when the reach development animation according to this embodiment is executed twice. For example, suppose that after the animation symbols 210a and 210c are displayed in a reach pattern, the mission animation is executed as shown in Figures 56(a) and (b). Up to this point, there is no difference from the case where the reach development animation is executed only once in one variation animation, but immediately after it is announced that the mission was not completed, "REACH UP" is displayed on the main animation display unit 200a as shown in Figure 56(c).
[0496] Subsequently, as shown in Figure 56(d), the main display unit 200a shows an advanced image for the battle sequence, and the second reach sequence begins. This advanced image for the battle sequence depicts a battle between an ally character and an enemy character. When a jackpot is won, as shown in Figure 56(e), the ally character ultimately defeats the enemy character, and as shown in Figure 56(f), the symbols 210a, 210b, and 210c stop and display in a combination that indicates a jackpot. On the other hand, when a jackpot is lost, as shown in Figure 56(g), the ally character ultimately loses to the enemy character, and as shown in Figure 56(h), the symbols 210a, 210b, and 210c stop and display in a combination that indicates a loss.
[0497] Figure 57 illustrates an example of the variation animation of the pseudo-continuous reach variation pattern according to this embodiment. As shown in Figure 57(a), when the variation display of the animation symbols 210a, 210b, and 210c begins, as shown in Figure 57(b), the animation symbols 210a, 210b, and 210c are temporarily stopped and displayed in one of a plurality of pre-defined pseudo-modes. One such pseudo-mode is, for example, the same animation symbols 210a and 210b, and animation symbol 210c, which has a number "2" greater than these animation symbols 210a and 210b, are temporarily stopped and displayed.
[0498] When the symbols 210a, 210b, and 210c are temporarily stopped in a pseudo-mode, the display of the changing symbols 210a, 210b, and 210c resumes, as shown in Figure 57(c). In other words, the pseudo-mode indicates the re-display of the changing symbols 210a, 210b, and 210c. Subsequently, as shown in Figure 57(d), the symbols 210a, 210b, and 210c are once again temporarily stopped in a pseudo-mode.
[0499] Then, as shown in Figure 57(e), when the display of the animation symbols 210a, 210b, and 210c resumes, the animation symbols 210a and 210c are displayed in a reach pattern, as shown in Figure 57(f). Thereafter, as shown in Figures 57(g) to (i), a reach development animation is performed in the same way as the development reach variation pattern, and the result of the big win lottery is announced to the player.
[0500] Thus, the variation animation of the pseudo-continuous reach variation pattern differs from that of the development reach variation pattern in that the content of the animation leading up to the reach pattern of the animation symbols 210a and 210c is different, and after the reach pattern is reached, the variation animation proceeds in the same way as the development reach variation pattern.
[0501] In the pseudo-continuous reach variation pattern, there are multiple variation display patterns for the performance symbols 210a, 210b, and 210c until the reach pattern is reached. Each variation display pattern differs in the number of times the performance symbols 210a, 210b, and 210c are temporarily stopped (displayed), or in other words, the number of times the performance symbols 210a, 210b, and 210c are displayed in variation. This variation display pattern is determined by the variation mode command, and the selection ratio of the variation mode command when a jackpot is won and when a jackpot is lost is set so that the more times the performance symbols 210a, 210b, and 210c are temporarily stopped (displayed in variation), the higher the probability (hereinafter referred to as "reliability") that a jackpot will be announced in the end.
[0502] Specifically, if the result of the major role lottery is a jackpot, the selection ratio of variable mode commands with a high number of display occurrences is set higher than the selection ratio of variable mode commands with a low number of display occurrences. Conversely, if the result of the major role lottery is a loss, the selection ratio of variable mode commands with a low number of display occurrences is set higher than the selection ratio of variable mode commands with a high number of display occurrences.
[0503] Furthermore, the main control board 300 is set so that the reliability of the pseudo-continuous reach variation pattern is higher than the reliability of the development reach variation pattern. Therefore, the reliability is indicated by the number of times the performance symbols 210a, 210b, and 210c are temporarily stopped (varied), and the player watches the outcome of the performance while hoping that the performance symbols 210a, 210b, and 210c will be temporarily stopped (varied) more often.
[0504] The execution patterns for the variation effects described above are determined and executed by the sub-control board 330 based on the variation commands determined by the main control board 300. In other words, the execution patterns for the variation effects are determined collaboratively by the main control board 300 and the sub-control board 330.
[0505] Figure 58 illustrates the variable performance determination table according to this embodiment, with Figure 58(a) showing the first half variable performance determination table and Figure 58(b) showing the second half variable performance determination table. As described above, when a major role lottery is performed on the main control board 300, a variable command is determined based on the result of the major role lottery, and each determined command is transmitted to the sub-control board 330. When the sub-control board 330 receives a variable mode command, it obtains a random performance number of 1 from the range of 0 to 249, and, referring to the first half variable performance determination table, determines the execution pattern of the first half variable performance based on the obtained random performance number and the received variable mode command. Furthermore, when it receives a variable pattern command, it obtains a random performance number of 1 from the range of 0 to 249, and, referring to the second half variable performance determination table, determines the execution pattern of the second half variable performance based on the obtained random performance number and the received variable pattern command. Note that in Figure 58, only a portion of the first half variable performance determination table and the second half variable performance determination table are shown.
[0506] As shown in Figure 58, according to the first-half variation performance determination table, a selection ratio for the execution pattern of the first-half variation performance is set for each variation mode number (variation mode command), and according to the second-half variation performance determination table, a selection ratio for the execution pattern of the second-half variation performance is set for each variation pattern number (variation pattern command). Then, by combining the determined execution patterns of the first and second halves of the variation performance, one variation performance is executed.
[0507] The variation animation for the no-reach variation pattern is executed when, as the execution pattern for the first half, "None" is determined, indicating that the variation animation for the first half will not be executed, and as the execution pattern for the second half, one of the following is determined: "Normal Miss 1", "Normal Miss 2", "Special Miss 1", or "Special Miss 2", which corresponds to the no-reach variation pattern. For example, when a variation mode command corresponding to the variation mode number "01H", which indicates that the variation animation for the first half will not be executed, is received, the sub-control board 330 will always determine "None" as the execution pattern for the first half. At the same time, the selection ratio is set in the second half variation animation determination table so that only one of the following can be determined from the variation pattern commands that can be received simultaneously: "Normal Miss 1", "Normal Miss 2", "Special Miss 1", or "Special Miss 2". Therefore, when "None" is determined as the execution pattern for the first half, and one of the following is determined as the execution pattern for the second half, the execution pattern for the variation animation will be determined to be the no-reach variation pattern described above.
[0508] On the other hand, the variation animation for the reach variation pattern is executed when a pattern other than "none" is determined as the execution pattern for the first half, and one of the reach development animations (shown as Development 1 to 5 in the diagram) is determined as the execution pattern for the second half. In other words, when the variation animation for the reach variation pattern is executed in the main animation display unit 200a, it has always received a variation mode command corresponding to a variation mode number other than variation mode number = 01H, and a variation pattern command corresponding to a variation pattern number that determines one of Development 1 to 5.
[0509] In Figure 58(a), "Normal Reach 1" and "Normal Reach 2" in the first half of the execution pattern refer to the background images and the variation display patterns of the performance symbols 210a, 210b, and 210c displayed on the main performance display unit 200a until the performance symbols 210a, 210b, and 210c appear in a reach pattern, or more specifically, until the reach development performance begins. These image patterns are pre-designed to match the timing of the variation display of the special symbols associated with the variation mode number. For example, when "Normal Reach 1" is determined, the images shown in Figures 53(a) to (d) will be displayed on the main performance display unit 200a.
[0510] Furthermore, in Figure 58(a), "Pseudo 2a" and the like in the first half of the execution patterns indicate the display pattern of the main variation animation image displayed on the main animation display unit 200a, that is, the execution pattern of the animation symbols 210a, 210b, and 210c that are displayed in a variation animation within the variation animation of the pseudo-continuous reach variation pattern until the reach development animation begins. For example, "Pseudo 2a" is a pseudo-continuous reach variation pattern of "Pseudo 2" in which the animation symbols 210a, 210b, and 210c are displayed in a variation animation twice, and indicates that the main variation animation image is display pattern a. Also, "Pseudo 3b" is a pseudo-continuous reach variation pattern of "Pseudo 3" in which the animation symbols 210a, 210b, and 210c are displayed in a variation animation three times, and indicates that the main variation animation image is display pattern b.
[0511] Furthermore, in the first half and second half variation performance determination tables shown in Figure 58, the selection ratios for the no-reach variation pattern and the normal reach variation pattern are set so that they are executed only when the result of the big win lottery is a miss. In addition, the development reach variation pattern and the pseudo-continuous reach variation pattern are determined both when there is a miss and when there is a big win, but the development reach variation pattern has a higher selection ratio when there is a miss and a lower selection ratio when there is a big win than the pseudo-continuous reach variation pattern. By setting the selection ratios in this way for both misses and big wins, the pseudo-continuous reach variation pattern is set to have a higher reliability than the development reach variation pattern.
[0512] Furthermore, within the pseudo-consecutive reach variation patterns, the more pseudo-reels there are, the higher the selection rate for a big win and the lower the selection rate for a loss. The settings are designed so that the more pseudo-reels there are, the higher the reliability.
[0513] As described above, the general flow of the variable performance is determined by the variable performance determination table, but at the start of the variable performance, the feasibility and execution pattern of various elemental performances that constitute the variable performance are further determined based on the variable mode command or variable pattern command. Here, elemental performances refer to all performances that constitute the variable performance, such as the variable display of performance symbols 210a, 210b, and 210c on the main performance display unit 200a as described above, the development image displayed on the main performance display unit 200a in the reach development performance, and performances that move the performance mechanism device 202. In this embodiment, as elemental performances that constitute the variable performance, a pre-announcement performance (suggestion performance) is executed at various timings during the variable performance.
[0514] This pre-announcement effect is an effect in which a predetermined image is displayed on the main effect display unit 200a or the effect mechanism 202 is moved at a predetermined timing during the start of a variation effect, when the effect symbols 210a, 210b, and 210c are displayed again during the variation effect of a pseudo-continuous reach variation pattern, and during the reach development effect, etc. Whether or not it can be executed and the execution pattern are determined for each pre-announcement effect. Each pre-announcement effect has multiple execution patterns, and for each of the multiple execution patterns, a selection ratio is set for each variation pattern command and variation mode command, in other words, for whether or not a jackpot is won, and the expected value is set for each execution pattern according to this selection ratio.
[0515] As explained above, when the sub-control board 330 receives a variation command, it determines the execution pattern of the variation effect, whether or not to execute each element effect, and the execution pattern, and the variation effect is executed while the special symbol variation is displayed.
[0516] In this variable animation, an operation validity period is set during which the operation of the animation button 208 is effective, and various button animations may be executed based on the operation of the animation button 208 during the operation validity period. Below, as examples of button animations, the first button animation executed in a high-probability game state and the second button animation executed in a low-probability game state are described. Note that the game states in which the first and second button animations are executed described below are merely examples. The game states in which the first and second button animations are executed are not particularly limited.
[0517] Furthermore, while this embodiment illustrates a performance that progresses through the operation of the performance button 208, the performance may also progress using input means other than the operation of the performance button 208, and the term "button performance" may be understood as a performance that includes the operation of other means, or as a "player-operated performance."
[0518] Figure 59 is a first diagram illustrating an example of the first button presentation according to this embodiment, and Figure 60 is a second diagram illustrating an example of the first button presentation according to this embodiment. The first button presentation in this embodiment includes a start presentation and an operation presentation, with the operation presentation being performed after the start presentation. Although not shown in the illustration, in the start presentation, the presentation device 202 moves from an initial position where it is retracted from the front of the main presentation display unit 200a to a movable position where it is located in front of the main presentation display unit 200a. The presentation device 202 is held in the movable position for a predetermined time and then returns to the initial position. The start presentation ends when the presentation device 202 returns to the initial position, and the operation presentation begins. In other words, the operation of the presentation device 202 in the start presentation attracts the player's attention and suggests the execution of the operation presentation. Note that the start presentation is not mandatory in the first button presentation.
[0519] The operation animation is broadly divided into three animation parts: the introductory animation, the animation during the validity period, and the result animation. After the start animation is completed, the introductory animation of the operation animation is executed first. The introductory animation is an animation that indicates that the operation of animation button 208 is enabled, or in other words, that the validity period for operation of animation button 208 is set. Therefore, the introductory animation is executed before the validity period is set.
[0520] For example, in the introductory sequence, as shown in Figure 59(a), a character object 220 and a button object 230 are displayed on the main sequence display unit 200a. Here, the character object 220 is composed of an image resembling a person, and the button object 230 is composed of an image resembling a sequence button 208. In the introductory sequence, the button object 230 is displayed in association with the character object 220. In other words, in the introductory sequence, a dynamic image (animation) is displayed in which the image of the character object 220 and the button object 230 are linked.
[0521] Here, as an example of how the button object 230 is displayed in association with the character object 220, as shown in Figure 59(a), the button object 230 is placed on the hand of the character object 220. However, the manner in which the button object 230 is displayed in association with the character object 220 is not limited to this. For example, the button object 230 may be displayed as being attached to or placed on a part of the character object 220.
[0522] Alternatively, the character object 220 and the button object 230 may not be displayed from the start. Instead, they may appear as separate objects in the initial stages of the introductory sequence and gradually become associated with each other.
[0523] Then, in the introductory sequence, an image is displayed showing character object 220 throwing button object 230 upwards. Subsequently, as shown in Figure 59(b), the button object 230 flying through the air is zoomed in on. Then, as shown in Figure 59(c), an image is displayed showing character object 220 catching button object 230 and then throwing button object 230 upwards again.
[0524] Subsequently, as shown in Figure 59(d), the floating button object 230 is zoomed in again. At this time, as shown in Figures 59(e) and (f), the button object 230 is further enlarged and rotated rapidly. Then, as shown in Figure 59(g), the display mode of the button object 230 changes during the rotation. Here, as an example of a change in display mode, the display color of the button object 230 changes.
[0525] In this embodiment, various button effects are executed during gameplay. Each button effect has a set operation validity period, during which a button object 230 is displayed, prompting the player to operate the effect button 208. Multiple display patterns for the button object 230 are provided, and the display color of the button object 230 differs for each display pattern. The display color of the button object 230 indicates the level of expectation for the effect to be executed when the effect button 208 is operated.
[0526] As an example, suppose the button object 230 is available in the following display colors: blue, yellow, green, gold, and rainbow. In this case, the rainbow color has the highest expectation level, followed by gold, and then the green, yellow, and blue in decreasing order of expectation level. The higher the expectation level of the display color of the button object 230, the more likely it is that a highly expected, or reliable, performance will be executed when the performance button 208 is operated. In other words, the display color of the button object 230 can be said to indicate the content of the performance to be executed based on the operation of the performance button 208, or the probability or possibility of a highly reliable performance being executed.
[0527] In the first button presentation, the display color of the button object 230 changes during the introductory presentation, as described above. For example, in Figures 59(a) to (f), the button object 230 is displayed in blue, while in Figure 59(g), the button object 230 changes to gold. In other words, in the first button presentation, the display mode of the button object 230 changes to a display mode that indicates a high level of expectation during the introductory presentation.
[0528] Furthermore, in the first button animation, a gold-based background image is displayed to enhance the player's sense of anticipation. The gold display of the button object 230, which evokes the highest level of anticipation in relation to the background, is avoided, thus enhancing the overall coherence of the animation.
[0529] However, during the introductory sequence, the display mode of the button object 230 may change from a display mode that indicates a relatively high level of expectation to a display mode that indicates a relatively low level of expectation. Furthermore, the introductory sequence may have multiple execution patterns in which at least one of the display modes of the button object 230 before and after the change is different. This can further enhance the player's anticipation for the introductory sequence.
[0530] Subsequently, as shown in Figure 59(h), the character object 220 is displayed on the main presentation display unit 200a, and the button object 230 is again associated with the character object 220 and displayed. At this time, the button object 230 is displayed in the changed display mode. Note that the character object 220 is displayed enlarged here, but the character object 220 displayed at this time may be the same image as the one used at the start of the introductory presentation, etc.
[0531] Furthermore, in Figures 59(g) and (h), if the display mode of the button object 230 changes, the background color of the main display unit 200a may also change to the same gold color as the button object 230. By changing the background color of the main display unit 200a to the same color as the button object 230, it becomes easier for the player to recognize that the display mode of the button object 230 has changed.
[0532] As described above, once the introductory animation is executed, an operation validity period is set, and the animation is executed during the validity period simultaneously with the start of the operation validity period. During the animation during the validity period, as shown in Figure 60(a), the character object 220 that was displayed at the end of the introductory animation (Figure 59(h)) continues to be displayed. On the other hand, the button object 230 is displayed larger than at the end of the introductory animation. At this time, the button object 230 is displayed in the display mode, i.e., the display color, after the change in the introductory animation.
[0533] Furthermore, during the operation validity period, the button object 230 may be displayed in a smaller, standard size (a size commonly used for other button effects) than at the end of the introductory effect, depending on the expected level of the effect being performed.
[0534] Furthermore, during the validity period animation, a validity period indicator object 240 is displayed near the button object 230. The validity period indicator object 240 indicates that the animation button 208 is still in operation validity period and is composed of a gauge. At the start of the validity period animation, the validity period indicator object 240 is displayed with the gauge full, as shown in Figure 60(a). Subsequently, as the remaining time of operation validity period decreases, the gauge gradually decreases, as shown in Figure 60(b).
[0535] Thus, the validity period indication object 240 indicates not only that the operation validity period for the performance button 208 is currently active, but also the remaining time in the operation validity period. The validity period indication object 240 is displayed in a different color from the button object 230 (for example, "rainbow" to indicate that the first button performance in this embodiment is a jackpot). However, the validity period indication object 240 may be displayed in the same color as the button object 230. Alternatively, the display color of the validity period indication object 240 may be determined by lottery.
[0536] As described above, the validity period animation is executed during the operation validity period, and the button object 230 in the changed display form from the introductory animation, and the validity period indication object 240 that indicates that the operation is valid are displayed.
[0537] Then, if the performance button 208 is operated during the operation validity period, or if the operation validity period ends without the performance button 208 being operated, the result performance is executed following the performance during the validity period. In this result performance, as shown in Figure 60(c), the performance mechanism 202 moves from its initial position to its movable position. Then, as the performance mechanism 202 returns to its initial position, as shown in Figure 60(d), the performance symbols 210a, 210b, and 210c stop and are displayed in a combination that indicates a jackpot.
[0538] In this embodiment, the first button animation described above is executed only when a jackpot is won in the high-probability game state and special symbols B and C are determined, that is, when a jackpot symbol that continues the high-probability game state is won. Therefore, the first button animation can be said to be an animation that notifies the winning of a jackpot and an animation that notifies the continuation of the high-probability game state. In other words, in this embodiment, the determination of special symbols B and C in the high-probability game state is included as an execution condition for the first button animation to be executed. However, the execution conditions for the first button animation are not limited to this.
[0539] For example, if the first button animation is executed, a predetermined reach development animation may be executed. In this case, the content of the reach development animation to be executed may be indicated by the changed button object 230 in the introductory animation.
[0540] Furthermore, for example, the first button animation may be executed with a predetermined probability even when the result is a miss. In this case, when the result is a miss, the animation device 202 does not operate, and as a result animation, the animation symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates a miss. In other words, there are two execution patterns for the result animation: a jackpot pattern and a miss pattern. At this time, it is preferable that the execution pattern of the result animation be indicated by the display manner of the button object 230 displayed in the introduction animation and the validity period animation.
[0541] Furthermore, if there are losing patterns, the display mode of the validity period indication object 240 should be configured to be "gold," "red," or "green" instead of "rainbow" for the losing patterns.
[0542] For example, if button object 230 is displayed in gold, the execution pattern of the result animation will always be the jackpot pattern. Also, for example, if button object 230 is displayed in green, the execution pattern of the result animation will be the jackpot pattern with an 80% probability, and if button object 230 is displayed in blue, the execution pattern of the result animation will be the jackpot pattern with a 20% probability.
[0543] Figure 61 is a time chart of the first button effect according to this embodiment. As described above, the first button effect includes a start effect and an operation effect, and the operation effect includes an introduction effect, an effect during the valid period, and a result effect. In the start effect, the effect mechanism 202 is operated to its movable position (mechanism operation in Figure 61). During the start effect, there is an invalid period in which the operation of the effect button 208 is disabled. Then, when the start effect ends, the introduction effect is executed. The invalid period continues during this introduction effect as well.
[0544] Then, during the introductory sequence, character object 220 and button object 230 are displayed. Button object 230 is displayed in a first display mode (blue) at the start of the introductory sequence, but changes to a second display mode (gold) at a predetermined timing.
[0545] After that, when the operation validity period begins, the introductory animation ends and the animation during the validity period is executed. During the animation during the validity period, the character object 220, the button object 230, and the validity period indication object 240 are displayed. At this time, the button object 230 is displayed in the second display mode (gold).
[0546] In this embodiment, the operation of the performance button 208 and the elapsed time from the start of the operation validity period are pre-set as conditions for ending the operation validity period. When either termination condition is met, the operation validity period ends and the invalid period begins, and at the same time, the performance during the validity period ends and the result performance is executed. In the result performance, the mechanism is activated and the performance symbols 210a, 210b, and 210c are displayed stopped (symbol alignment in Figure 61).
[0547] In this embodiment, multiple types of character objects 220 are provided to be displayed during the operation animation, and the character object 220 displayed in the operation animation is determined by lottery. In this embodiment, the introductory animation was described as the character object 220 throwing the button object 230 upwards, but the content of the action performed in conjunction with the button object 230 may differ depending on the type of character object 220.
[0548] Figure 62 is a diagram illustrating the character determination table according to this embodiment. The sub-ROM 330b of the sub-control board 330 is provided with the character determination table. In the character determination table, a character selection ratio is set for each variation pattern number in which the execution of the first button effect is determined, as shown in the figure. When the execution of the first button effect is determined, the type of character is determined by referring to the character determination table. The character object 220 corresponding to the character determined in this way will be displayed on the main effect display unit 200a during the operation effect.
[0549] In this embodiment, the type of character is randomly selected according to the variable pattern number. However, if the character can be customized to the user's preference through performance customization, the character may be set to the selected character (random if not set), while the pattern of the character's action is randomly selected based on the variable pattern number or the like.
[0550] As mentioned above, in this embodiment, the first button animation is executed only when a jackpot is won. In other words, when the first button animation is executed, a jackpot is guaranteed. Therefore, in this embodiment, the character object 220 displayed in the operation animation does not provide any indication. However, as mentioned above, if a jackpot pattern and a losing pattern are provided as result animations, the character object 220 displayed during the operation animation may indicate the likelihood of a jackpot.
[0551] Furthermore, in this embodiment, in the introductory sequence of the first button animation, the display mode of the button object 230 always changes from blue to gold. However, the display mode of the button object 230 after the change and the display mode of the button object 230 before the change in the introductory sequence may be determined by lottery. In this case, the display modes of the button object 230 before and after the change may be determined in such a way that so-called downgrading does not occur (i.e., the display mode after the change has a relatively higher probability of winning than the initial display mode).
[0552] As described above, according to the first button presentation, in the introductory presentation that starts before the operation valid period, a button object 230 that mimics the presentation button 208 is displayed in association with the character object 220, and the display mode of the button object 230 changes at a predetermined timing. In other words, according to this embodiment, the impression is created that the character object 220 has changed the button object 230. This makes it possible to attract the player's attention even before the operation valid period, and improve awareness of operating the presentation button 208.
[0553] In this embodiment, a case where a character resembling a human is displayed was described as an example of a character object 220. However, the content of the character object 220 is not limited to this. The character object 220 may be an object other than a human, such as an animal or a vehicle.
[0554] Furthermore, for example, the performance device 202 may include a first movable body and a second movable body, with the first movable body operating during the start performance and the second movable body, or both the first and second movable bodies, operating during the result performance.
[0555] Furthermore, in this embodiment, during the valid operation period of the first button effect, one press operation is accepted as an operation of the effect button 208. In this embodiment, the time from the start to the end of the introductory effect is longer than the time from the start to the end of the valid operation period. Moreover, since the operation of the effect button 208 required during the valid operation period is a single press operation, the time required from the first operation of the effect button 208 until it is determined that a valid operation has been performed is also shorter than the time from the start to the end of the introductory effect. In other words, the execution time of the introductory effect is longer than the time required from the first operation of the effect button 208 until it is determined that a valid operation has been performed.
[0556] In this embodiment, since the execution time for the introductory animation is long, if the operation validity period and the time required from the first operation of the animation button 208 until it is determined that a valid operation has been performed are also long, the entire first button animation may become lengthy, potentially causing the player to become bored. Therefore, in this embodiment, the operation of the animation button 208 required in the first button animation is set to a single press of the animation button 208, and so-called long presses or repeated presses are not required. This reduces the risk of the player becoming bored during the first button animation and a decrease in the effectiveness of the animation.
[0557] However, in the first button effect, the player may be required to press and hold or repeatedly press the effect button 208. In this embodiment, the effect button 208, which accepts press operations, is provided as an operation unit that can be operated by the player. However, the operation unit that can be operated by the player is not limited to the effect button 208. For example, the operation unit may consist of a lever that can be tilted or a touch panel that can be touched.
[0558] Furthermore, in this embodiment, the display mode of the button object 230 changes only once during a single introductory animation. However, the display mode of the button object 230 may change multiple times during a single introductory animation. Also, for example, a lamp (referred to as a button lamp) may be provided inside or near the animation button 208, and the button lamp may light up in accordance with the color of the button object 230 being displayed during the introductory animation. However, in this case, the lighting of the button lamp may cause the player to mistakenly believe that the animation button 208 is in an active operation period. Therefore, for example, during an inactive period of the animation button 208, the button lamp may be made to flash rapidly. In this case, for example, the higher the reliability, that is, the higher the expectation of the display mode of the button object 230, the faster the flashing speed may be.
[0559] Furthermore, since the button object 230 is displayed for an extended period during the introductory sequence, players may feel the urge to operate the performance button 208. Therefore, the performance button 208 may be provided with a so-called hidden button function, and if the performance button 208 is operated during a certain period of the introductory sequence (for example, during the period when the character object 220 and the button object 230 are in contact as shown in Figure 59(c)), an animation may be executed in which, for example, the character object 220 performs a predetermined animation action. In this case, the action performed by the character object 220 may or may not indicate the level of expectation.
[0560] Figure 63 illustrates an example of the second button effect according to this embodiment. The second button effect is executed at various timings during the variation effect, but here we will describe the case in which the second button effect is executed immediately after the variation display of the effect symbols 210a, 210b, and 210c begins. Here, the second button effect is assumed to be executed as the above-mentioned pre-announcement effect, i.e., as an element effect.
[0561] The second button animation includes a zoom animation, an animation during the validity period, an animation after completion, and a result animation. In the second button animation, the zoom animation is executed first. In the zoom animation, a character object 250 resembling a person is displayed with a fade-in, as shown in Figures 64(a) and (b). The character object 250 is in a predetermined pose (posture). Here, as an example, the character object 250 is in a pose with both arms outstretched. Also, in the zoom animation, the character object 250 is gradually zoomed in (enlarged), as shown in Figure 64(c).
[0562] In this embodiment, there are multiple types of character objects 250, but which character object 250 is displayed is indirectly determined by a performance lottery that determines which of the three performance symbols 210a, 210b, and 210c is to be temporarily stopped and displayed, with the character displayed in conjunction with performance symbol 210a being associated with it.
[0563] Here, the validity period indication object 260 is displayed together with the right arm 251 of the character object 250. In the zoom effect, as shown in Figure 63(d), the right arm 251 of the character object 250 is enlarged so that the validity period indication object 260 is ultimately displayed approximately in the center of the main effect display unit 200a.
[0564] The validity period indicator object 260 is labeled "PUSH" within a rectangular frame and is displayed as if it were part of the character object 250's body, or as if it were attached to the character object 250. Specifically, during the zoom effect, the character object 250 moves as if moving its right arm 251. At this time, the validity period indicator object 260 deforms slightly in accordance with the bending and straightening of the right arm 251 (for example, it may appear to deform into a roughly trapezoidal shape or a roughly diamond shape to follow the character's three-dimensional shape), thereby emphasizing the unity between the validity period indicator object 260 and the character object 250.
[0565] Then, as shown in Figure 63(d), the zoom effect ends with the validity period indicator object 260 prominently displayed in the center of the main effect display unit 200a, and at the same time, the operation validity period for the effect button 208 is set. Simultaneously with the start of the operation validity period, the effect during the validity period begins. During the effect during the validity period, as shown in Figure 63(e), the validity period indicator object 260 is displayed immediately following the zoom effect.
[0566] In the validity period display, as shown in Figures 63(e) and (f), the color of the validity period indicator object 260 gradually changes from the left end to the right end (from the "P" to the "H" in the string "PUSH"). This change in the color of the validity period indicator object 260 indicates that the operation is valid and also indicates the remaining time of the operation validity period. Specifically, in Figure 63, the cross-hatched portion of the validity period indicator object 260 indicates the remaining time of the operation validity period, and the white portion of the validity period indicator object 260 indicates the elapsed time of the operation validity period.
[0567] Therefore, as time passes, the white portion of the validity period indication object 260 gradually expands from the left edge to the right edge, until eventually the entire validity period indication object 260 becomes white. In the figure, the white portion of the validity period indication object 260 is the same color as the right arm 251 of the character object 250. Therefore, during the operation validity period, the unity between the validity period indication object 260 and the character object 250 is gradually emphasized as time progresses.
[0568] Furthermore, in the second button animation, the operation of the animation button 208 and the elapsed time from the start of the operation validity period are pre-set as conditions for ending the operation validity period. When either termination condition is met, the operation validity period ends and the invalidation period begins, and at the same time, the animation during the validity period ends and the post-end animation is executed.
[0569] During the post-event sequence, the character object 250, which previously displayed the validity period indication object 260, performs a predetermined animation action. Here, as an example of a predetermined animation action, an image of the character object 250 waving is displayed, as shown in Figure 63(g). However, the actions of the character object 250 during the post-event sequence are not limited to this. For example, the actions of the character object 250 during the post-event sequence may involve only the entire character object 250 or a part of it. Furthermore, the validity period indication object 260 is hidden during the post-event sequence.
[0570] Then, following the end animation, the result animation is executed. The result animation is an animation that is executed in response to the operation of the animation button 208. Here, the pseudo-consecutive win suggestion animation is executed as the result animation. As shown in Figure 63(h), the pseudo-consecutive win suggestion animation is an animation in which "NEXT" is displayed on the main animation display unit 200a, and it suggests the execution of the re-spin display of the animation symbols 210a, 210b, and 210c. When the pseudo-consecutive win suggestion animation is executed as the result animation, the re-spin display of the animation symbols 210a, 210b, and 210c is executed as shown in Figure 63(i).
[0571] In this example, a pseudo-consecutive win suggestion animation is performed as the result animation, but the content of the result animation is not particularly limited. For example, the animation device 202 may be activated as in the first button animation described above, or a preview animation in which a predetermined image is displayed may be performed.
[0572] Figure 64 is a time chart of the second button effect according to this embodiment. As described above, the second button effect includes a zoom effect, an effect during the validity period, an effect after completion, and a result effect. In the second button effect, a zoom effect is first executed in which the character object 250 is displayed. Even during the zoom effect, the validity period indication object 260 is displayed together with the character object 250. During the zoom effect, an invalidation period is maintained in which the operation of the effect button 208 is disabled. Furthermore, the zoom effect is not mandatory in the second button effect. Also, if the zoom effect is executed, the validity period indication object 260 may not be displayed during the zoom effect.
[0573] Then, once the validity period for the performance button 208 is set, the performance is executed during the validity period. During this validity period performance, the character object 250 and the validity period indicator object 260 are also displayed, but during the validity period performance, the display pattern of the validity period indicator object 260 gradually changes to indicate that the operation is valid and that the remaining time of the operation validity period is being shown.
[0574] Then, when the operation validity period ends and the invalidity period begins again, the validity period indication object 260 performs a predetermined animation, which is called an end animation. Following the end animation, a result animation is performed.
[0575] As described above, in the second button effect according to this embodiment, during the operation validity period, an effect is performed in which an effect indicating that the operation is valid is displayed together with or attached to the character object 250. When the effect button 208 is operated during the operation validity period, the effect indicating object 260 is hidden, an end effect is performed in which the character object 250 performs a predetermined effect action, and after the end effect, a result effect is performed in which a predetermined image is displayed.
[0576] If the validity period were to be indicated by simply displaying an image resembling a button, the immersion in the performance and the effectiveness of the performance may decrease. In contrast, as in this embodiment, the validity period indication object 260 is displayed integrally with the character object 250, so that the player is informed that the validity period is in effect without reducing the immersion in the performance. In other words, according to this embodiment, it is possible to concentrate the player's attention on the performance even before the start of the validity period.
[0577] Furthermore, according to the second button animation, the character object 250 displayed in the animation during the valid period performs a predetermined animation action in response to the operation of the animation button 208. This gives the player the impression that they themselves are making the character object 250 perform the action, thereby improving the animation effect and enhancing the enjoyment of the game.
[0578] In this example, a character object 250 resembling a human is displayed during the second button animation. However, the content of the character object 250 displayed during the second button animation is not limited to this. The character object 250 may be an object other than a human, such as an animal or a vehicle.
[0579] Furthermore, in this embodiment, during the validity period of the second button effect, a single press operation of the effect button 208 is accepted. However, the second button effect may require a long press or repeated presses of the effect button 208. In this case, for example, the character object 250 may perform an action in response to the operation of the effect button 208. In this case, since the visibility of the display position of the validity period indicator object 260 may decrease depending on the character's action, in addition to the validity period indicator object 260, an alternative second validity period indicator object may be displayed in the corner of the screen displaying the effect to ensure visibility of the indicator showing that the effect button 208 operation is valid. Furthermore, the expectation level may be changed in response to the action of the character object 250, the display color of the validity period indicator object 260 and the background may be changed, or the validity period indicator object 260 may be zoomed in or zoomed out in the direction of displaying the entire character object 250.
[0580] Furthermore, for example, in response to repeated button presses, the display position of the validity period indication object 260 may move to other parts of the character object 250, such as from the arms to the legs, abdomen, or chest, and the display area of the character object 250 may change in stages. Also, for example, if a second button effect is executed by a custom operation performed by the player in advance, the area on which the validity period indication object 260 is displayed may be selectable.
[0581] Furthermore, in this embodiment, the type of character object 250 is set to display a character object 250 corresponding to the character associated with the performance symbol 210a that is temporarily stopped and displayed as a performance symbol. However, it is also possible to associate the character object 250 with a character that appears in other previews that are currently running, rather than with a performance symbol, or to display the character corresponding to performance symbol 210c when performance symbol 210c is the first to stop and display in the performance symbol stop order. In addition, it is possible to configure the system so that a specific character can be fixed or the appearance rate of a specific character can be increased through the player's performance customization operation. Moreover, in high-expectation variation performances such as those that develop into a jackpot variation performance or a reach development performance, it is also possible to configure the system so that a special character not associated with the decorative symbol is displayed to increase the sense of anticipation.
[0582] Furthermore, in this embodiment, in the second button effect, a performance button 208 that accepts a press operation is provided as an operation unit that can be operated by the player. However, the operation unit that can be operated by the player is not limited to the performance button 208. For example, the operation unit may consist of a lever that can be tilted or a touch panel that can be touched.
[0583] Furthermore, in this embodiment, if the character object 250 is displayed during the zoom effect, an operation validity period is always set. However, a so-called false effect may be provided in which the character object 250 is ultimately not displayed and becomes invisible during the zoom effect, and an operation validity period is not set. Also, for example, a false effect may be provided in which the result effect is not executed if the effect button 208 is operated during the operation validity period. In this case, even in the false effect, the character object 250 may perform a predetermined effect action, or it may perform an action different from when the result effect is executed.
[0584] Furthermore, in this embodiment, the operation validity period is configured to start after a specific part of the character object 250 is enlarged by the zoom effect. However, the change of the validity period indicator object 260 may be started and the operation validity period of the effect button 208 may be started while the specific part of the character object 250 is enlarged as part of the zoom effect.
[0585] Furthermore, in this embodiment, the character object 250 is displayed during the post-event animation, but the validity period indication object 260 is not displayed at this time. However, the validity period indication object 260 may also be displayed during the post-event animation.
[0586] Furthermore, in this embodiment, a character object 250 resembling a human being is displayed as the object (specific object) shown during the effects during the validity period and after the validity period ends. However, the content of the specific object is not limited to this, and for example, the effects during the validity period and after the validity period ends may be performed as follows. That is, an object resembling a treasure chest is displayed as the specific object, and the above-mentioned validity period indication object 260 is attached to the treasure chest.
[0587] Furthermore, if the effect button 208 is operated during the operation validity period, an action is performed in which the lid of the treasure chest is opened, and then, as a result effect, an effect is performed in which a predetermined object pops out of the treasure chest. In this case, for example, when the treasure chest is dynamically displayed during the effect during the validity period, it is preferable to change the shape of the validity period indicator object 260 according to the angle of the treasure chest, thereby emphasizing the unity between the validity period indicator object 260 and the specific object.
[0588] Next, we will explain the processing in the sub-control board 330 for executing the above-mentioned variable animation. Note that in the following explanation, we will omit the explanation of the processing in the sub-control board 330 that is not related to the button animation described above.
[0589] (Sub-CPU initialization process of sub-control board 330) Figure 65 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330 according to this embodiment.
[0590] (Step S1000-1) When power is turned on, the sub-CPU 330a reads the CPU initialization program from the sub-ROM 330b and performs initialization and setting processes for flags and other items stored in the sub-RAM 330c.
[0591] (Step S1000-3) Next, the sub-CPU 330a performs the process of updating each random number for the animation, and thereafter repeats the process of step S1000-3 until an interrupt is processed. Note that there are multiple types of random numbers for the animation, and each random number for the animation is updated asynchronously.
[0592] (Sub-timer interrupt processing on sub-control board 330) Figure 66 is a flowchart illustrating the sub-timer interrupt processing (S1100) of the sub-control board 330 according to this embodiment. The sub-control board 330 is provided with a reset clock pulse generation circuit (not shown) that generates clock pulses at a predetermined period (30 times per second). Upon generation of clock pulses by this reset clock pulse generation circuit, the sub-CPU 330a reads the timer interrupt processing program and starts the sub-timer interrupt processing.
[0593] (Step S1100-1) Sub-CPU 330a saves the registers.
[0594] (Step S1100-3) Sub-CPU 330a performs the processing required to enable interrupts.
[0595] (Step S1100-5) The sub-CPU 330a performs update processing for various timer counters used by the sub-control board 330. Here, unless otherwise specified, the timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 occurs, and the decrementing stops when they reach 0.
[0596] (Step S1200) The sub-CPU 330a analyzes the commands stored in the receive buffer of the sub-RAM 330c and performs various processing according to the received commands. When a command is sent from the main control board 300 to the sub-control board 330, a command reception interrupt is performed, and the command sent from the main control board 300 is stored in the receive buffer. Here, the command stored in the receive buffer by the command reception interrupt is analyzed.
[0597] (Step S1100-7) Sub-CPU 330a performs time schedule management processing by referring to the timetable and executing the corresponding processing stored in the timetable. Here, based on the time data set in the timetable, it controls the execution of various effects, including variable effects and major role effects, by turning various flags on or off or sending commands to each effect device.
[0598] (Step S1100-9) Sub-CPU 330a restores the registers and terminates the sub-timer interrupt processing.
[0599] Figure 67 is a flowchart illustrating the variable command reception process, which is executed when a variable command is received, as part of the command analysis process according to this embodiment. As described above, the variable command is set in the main control board 300 in steps S612-21 and S612-25 in Figure 33, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65 (see Figure 18).
[0600] (Step S1220-1) When receiving a variation command, the sub-CPU 330a first analyzes and stores the received variation pattern command.
[0601] (Step S1220-3) The sub-CPU 330a obtains the production random number (0 to 249) updated in the above step S1000-3, and determines and stores the execution pattern of the latter half variation production based on the obtained production random number and the analysis result in the above step S1220-1.
[0602] (Step S1220-5) The sub-CPU 330a analyzes and stores the received variation mode command.
[0603] (Step S1220-7) The sub-CPU 330a obtains the production random number (0 to 249) updated in the above step S1000-3, and determines and stores the execution pattern of the first half variation production based on the obtained production random number and the analysis result in the above step S1220-5.
[0604] (Step S1220-9) The sub-CPU 330a obtains the production random number (0 to 249) updated in the above step S1000-3 for each preview production, and based on the obtained production random number and the analysis results in the above steps S1220-1 and S1220-5, refers to each preview production determination table to determine and store whether each preview production is to be executed and the execution pattern.
[0605] Here, in the above step S1220-3, when it is determined that the first button production is to be executed, the process of determining the character object 220 by referring to the character determination table is executed. Also, when a predetermined variation mode command is received, the execution of the second button production is determined by the preview production determination table for the second button production.
[0606] (Step S1220-11) The sub-CPU 330a sets the time data for the timetable based on the decisions made in each of the above steps and terminates the processing of receiving the variable command. Based on the timetable set here, in step S1100-7, processing is performed to control the execution of the effects, such as displaying the image for the variable effect on the main effect display unit 200a, audio output processing, and lighting control processing of the effect lighting device 204. Also, if the first button effect or the second button effect is executed here, the setting time for the operation validity period is stored. Based on the setting time for the operation validity period set here, the operation validity period is set in step S1100-7.
[0607] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.
[0608] In the above embodiment, an example of how the present invention can be applied to a Type I gaming machine was described, but the gameplay of gaming machines to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention can also be applied to Type II gaming machines and Type I and Type II mixed machines. Therefore, only one of the big win symbols and small win symbols may be provided. In any case, the gameplay of gaming machines to which the present invention can be applied is not particularly limited.
[0609] In the above embodiment, the main CPU 300a that executes the process in step S1100-7 corresponds to the validity period setting means and the performance execution means of the present invention. Furthermore, the second button animation in the above embodiment corresponds to the specific animation of the present invention. [Explanation of Symbols]
[0610] 100 gaming machines 208 Performance Buttons 250 character objects 260 Expiry Period Indication Objects 300 Main control board 330 Sub-control board
Claims
[Claim 1] A control panel that can be operated by the player, A validity period setting means sets an operation validity period during which the operation of the control unit becomes effective when a pre-set performance execution condition is met during gameplay. An execution means for executing a specific performance upon fulfillment of the aforementioned performance execution conditions, Equipped with, The aforementioned specific performance is, During the aforementioned validity period, an effective period indication object that suggests the operation is within the validity period is displayed together with or attached to a predetermined specific object; An end-of-performance sequence is performed when the operation unit is operated during the aforementioned operation validity period, in which the validity period indication object is hidden and the specific object performs a predetermined performance action. A result sequence is performed after the aforementioned post-show sequence, in which a predetermined image is displayed. Includes, The gaming machine is characterized in that there are multiple types of the predetermined specific object, and when the validity period indication object is displayed together with or attached to the predetermined specific object, the validity period indication object can be deformed to match the shape of the specific object.