Gaming machine
The gaming machine design addresses fraud and defect issues by incorporating a transparent game board and advanced control systems, enhancing gameplay fairness and enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2024-12-20
- Publication Date
- 2026-07-02
AI Technical Summary
Existing gaming machines face issues with fraud prevention, defect suppression, and enhancing game interest.
A gaming machine design featuring an outer and inner frame with a transparent game board, image display units, and game control units, along with performance control, to enhance gameplay fairness and enjoyment.
Prevents fraud, suppresses malfunctions, and enhances gameplay enjoyment by ensuring fair operations and engaging features.
Smart Images

Figure 2026109861000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, a gaming machine capable of executing a display effect using a display device triggered by winning of a game ball into a start port has been known (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, there is room for improvement in the above-described gaming machine from the viewpoints of preventing fraud, suppressing occurrence of defects, realizing fair games, and enhancing the interest of games.
[0005] The present invention has been made to solve the above-described problems, and aims to prevent fraud, suppress occurrence of defects, realize fair games, and enhance the interest of games. [[ID=4X]]
Means for Solving the Problems
[0006] The present invention has been made to solve at least part of the above-described problems, and can be realized as the following application examples. Note that the reference numerals and supplementary explanations in parentheses in this column show the correspondence with the embodiments described later to assist understanding of the present invention, and do not limit the present invention in any way.
[0007] [Application Example 1] A gaming machine (1), [[ID=5X]]An outer frame (51) forming an outer portion, It should be noted that there seems to be an error in the original text where "[[ID=4X]]" should probably be "", and "[[ID=5X]]" should probably be "" for correct numbering consistency. This translation is based on the provided text with these noted potential errors.Inside the outer frame, there is an inner frame (52) that is attached to the outer frame so as to be openable and closable, A game board (2) is attached to the inner frame and forms a game area (3, transparent panel 2a), A front frame is attached to the front side of the outer frame and the inner frame so as to be openable and closable, and has an opening formed therein in which a glass unit (57) is fitted so as to allow the game area of the game board to be visible, A launching device (112) for launching game balls into the aforementioned game area, Image display unit (7) for displaying images, A game control unit (81) that performs game control, A performance control unit (91) that performs performance control based on a command from the aforementioned game control unit, Equipped with, A gaming machine characterized by the following features. [Effects of the Invention]
[0008] According to the present invention, it is possible to prevent fraud, suppress the occurrence of malfunctions, realize fair gameplay, and improve the enjoyment of the game. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a magnified view of the display units. [Figure 3] This block diagram shows the electrical configuration of the main control board side of a gaming machine. [Figure 4] This block diagram shows the electrical configuration of the sub-control board side of a gaming machine. [Figure 5] This is a diagram illustrating the main ROM and main RAM. [Figure 6] This is a diagram illustrating sub-ROM and sub-RAM. [Figure 7] This diagram illustrates the various types of random numbers used in gaming machines. [Figure 8] This is a diagram to explain the judgment tables T1 to T4. [Figure 9]It is an explanatory diagram of the big win type determination table T5. [Figure 10] It is an explanatory diagram of the variation pattern determination table T6 in the non-time-saving state. [Figure 11] It is an explanatory diagram of the variation pattern determination table T6 in the time-saving state. [Figure 12] It is an explanatory diagram of the electric chewing gum release pattern determination table T7. [Figure 13] It is an explanatory diagram of the big winning opening release pattern determination table T8. [Figure 14] It is an explanatory diagram of the V-opening / closing member release pattern determination table T9. [Figure 15] It is a flowchart of the main control main process. [Figure 16] It is a flowchart of the main side timer interrupt process. [Figure 17] It is a flowchart of the start port sensor detection process. [Figure 18] It is a flowchart of the special figure 2 pre-determination process. [Figure 19] It is a flowchart of the special figure 1 pre-determination process. [Figure 20] It is a flowchart of the normal operation process. [Figure 21] It is a flowchart of the special operation process. [Figure 22] It is a flowchart of the special symbol waiting process. [Figure 23] It is a flowchart of the big win determination process. [Figure 24] It is the first flowchart of the variation pattern selection process. [Figure 25] It is the second flowchart of the variation pattern selection process. [Figure 26] It is a flowchart of the special symbol variation process. [Figure 27] It is a flowchart of the special symbol determination process. [Figure 28] It is a flowchart of the game state management process. [Figure 29] It is a flowchart of the game state reset process. [Figure 30] This is a flowchart for the special electric mechanism processing. [Figure 31] This is a flowchart of the V-shaped opening / closing mechanism operation process. [Figure 32] This is a flowchart for the game state setting process. [Figure 33] This is a flowchart of the V-region sensor detection process. [Figure 34] This is a flowchart for processing the number of balls held in reserve. [Figure 35] This is a flowchart showing the sub-control main processing. [Figure 36] This is a flowchart for the sub-system timer interrupt processing. [Figure 37] This is a flowchart of the received command parsing process. [Figure 38] This is a flowchart for the process of determining the pre-announced animation. [Figure 39] This is a diagram illustrating the configuration of the pre-determined information storage area. [Figure 40] This is an explanatory diagram of the pre-announcement effect pattern determination table T51. [Figure 41] This is a flowchart for the process of initiating the variable animation. [Figure 42] This is an explanatory diagram of the core performance pattern determination table T52. [Figure 43] This is an explanatory diagram of the chance-up effect pattern determination table T53. [Figure 44] This is a flowchart of the processing during the variation animation. [Figure 45] This is a flowchart of the display control process. [Figure 46] This is an explanatory diagram illustrating the movement of the first movable component 14. [Figure 47] This is an explanatory diagram illustrating a second aspect of the first movable component 14. [Figure 48] This is an explanatory diagram illustrating a second aspect of the second movable component 15. [Figure 49] This is an explanatory diagram illustrating a second aspect of the movable frame component 69. [Figure 50]This is an explanatory diagram illustrating the display effects of the sub-display screen 64. [Figure 51] This is a diagram to explain the location of the sensors. [Figure 52] This is a flowchart of the power-on process. [Figure 53] This is a flowchart for power outage monitoring. [Figure 54] This is a flowchart for the sub-side RAM clearing process. [Figure 55] This is a flowchart for the process of restoring power from the sub-system after a power failure. [Figure 56] This diagram explains the animation that plays when the RAM is cleared. [Figure 57] This diagram illustrates the animation displayed when the power is restored after an outage. [Figure 58] This is a flowchart for the process of clearing errors in the game's special features. [Figure 59] This is a flowchart for the process of returning movable parts to their original position. [Figure 60] This is a flowchart of the initial operation process for movable parts. [Figure 61] This is a diagram illustrating the first movement of a movable mechanism returning to its origin. [Figure 62] This is a diagram illustrating the second movement of the movable mechanism returning to its origin. [Figure 63] This is a diagram illustrating the initial operation of a movable mechanism. [Figure 64] This diagram illustrates the initial operation of parts other than the movable components. [Figure 65] This is a diagram to explain the retry operation. [Figure 66] This is a diagram illustrating the variation effects during the initial operation of a movable mechanism. [Figure 67] This is a flowchart of the error monitoring process. [Figure 68] This is a flowchart of error notification processing 1. [Figure 69] This is a flowchart of error notification processing 2. [Figure 70] This is a diagram to explain error notification. [Figure 71]This is a diagram to explain the LED effects of the movable parts. [Figure 72] This is an explanatory diagram showing the divisions for describing the gaming area. [Figure 73] This is a diagram illustrating the upper structure of the center unit. [Figure 74] This is a front view showing the prize winning slot unit and the lower left structure of the center unit. [Figure 75] This is a perspective view showing the prize winning slot unit. [Figure 76] This is an explanatory diagram showing the markings used to distinguish the ball entry slots of the prize winning slot unit. [Figure 77] This is a perspective view showing the lower left structure of the center unit. [Figure 78] (A) is a front view showing the reinforcement unit, and (B) is a cross-sectional view of (A) along line BB. [Figure 79] (A) is a front view showing the transparent cover unit, and (B) is a cross-sectional view of (A) along line BB. [Figure 80] This is a front view showing the flow path unit. [Figure 81] This is a perspective view showing the flow channel unit. [Figure 82] This is an explanatory diagram showing the shape of the obstruction nails, etc. [Figure 83] This is a rear view of the gaming machine. [Figure 84] This diagram shows an overview of the arrangement of various electronic components mounted on the mounting surface of the main control board. [Figure 85] These are schematic diagrams of the plan view, cross-sectional view, and bottom view of various through-holes formed on the main control board. [Figure 86] This is a schematic diagram showing a continuation of Figure 85. [Figure 87] This is an enlarged view of region A in Figure 84. [Figure 88] This diagram shows an overview of the arrangement of various electronic components mounted on the MPU mounting surface of the sub-control board and the image control board. [Figure 89] These are schematic diagrams of the plan view, cross-sectional view, and bottom view of various through-holes formed in the sub-control board and image control board. [Figure 90] This is a schematic diagram showing a continuation of Figure 89. [Figure 91] This is an enlarged view of region B in Figure 88. [Figure 92] This is an enlarged view of region C in Figure 88. [Figure 93] This diagram shows an overview of the arrangement of various electronic components mounted on the mounting surface of the power supply board. [Figure 94] These are schematic diagrams showing the plan view, cross-sectional view, and bottom view of various through-holes formed on a power supply board. [Figure 95] This is a schematic diagram showing a continuation of Figure 94. [Figure 96] This diagram shows an overview of the arrangement of various electronic components mounted on the mounting surface of the dispensing control board. [Figure 97] These are schematic diagrams of the plan view, cross-sectional view, and bottom view of various through-holes formed on the dispensing control board. [Figure 98] This is a schematic diagram showing a continuation of Figure 97. [Figure 99] This is a front right perspective view of region F in Figure 72, magnified. [Figure 100] This is a diagram illustrating the configuration of the gaming machine frame 50. [Figure 101] Figure 100 is an enlarged and simplified front view of regions H and I. [Figure 102] This is an enlarged and simplified front view of regions J and K in Figure 100. [Figure 103] These are simplified diagrams of the top and right sides of cover member 431, and a simplified diagram of the right side of cover member 441. [Figure 104] This is an enlarged and simplified front view of area L in Figure 100. [Figure 105] This is a diagram illustrating the light emission pattern determination table TL for lamp 66. [Figure 106] This is a diagram illustrating the light emission pattern determination table TLA for lamp 66. [Figure 107] Figure 72 shows an enlarged front view of region G, and a cross-sectional view of the gg section of the front view. [Modes for carrying out the invention]
[0010] <First Embodiment> 1. Structure of a gaming machine Figure 1 is a front view of a gaming machine 1 as one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen from the perspective of a player facing the gaming machine 1. Furthermore, the front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.
[0011] The game machine 1 is a pachinko game machine that launches game balls based on the player's launching operation, and when a game ball enters a specific prize-winning device, pays out a predetermined number of game balls to the player based on that win. The game machine 1 comprises a game machine frame 50 and a game board 2, with the game board 2 mounted inside the game machine frame 50. The game machine frame 50 comprises a front frame (front frame portion) 53, an outer frame 51 (base frame portion) that forms the outer casing of the game machine, and an inner frame 52 inside the outer frame 51 to which the game board 2 is mounted. The outer frame 51 is fixed to a game island (not shown) in a game hall. The inner frame 52 is attached to the front frame 53 so as to be openable and closable, and is also attached to the outer frame 51 so as to be openable and closable. The front frame (front frame section) 53 is a vertical rectangular unit positioned in front of the outer frame 51 and inner frame 52, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, a performance button 63, sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U), a sword member 65, a frame lamp 66, a speaker 67, and a frame movable body 69. An opening 54 is formed in the center of the front frame 53, and the game area 3 of the game board 2 can be viewed through the opening 54.
[0012] The handle 60 is positioned at the lower right end of the front frame 53 and launches the game balls with a launching force corresponding to the rotation angle. On the right and left sides of the handle 60 are movable frame movable bodies 69 (also called frame movable mechanism 69), which are so-called gimmicks. The frame movable body 69 is configured so that two members, positioned on the left and right sides of the handle 60, can move in the left-right direction. Each of the two members is made of a flexible, flat plate-like material, and its main surface is configured to move closer to or further away from the handle 60. Normally, the frame movable bodies 69 are stationary in retracted positions (Figure 1) on the left and right sides of the handle 60, respectively, away from the handle 60. They can move (advance) from the retracted position toward the handle 60, approaching each other, and stop in a position where they touch the handle 60. When in the advanced position, the frame movable body 69 touches the handle 60 or the right hand of the player operating the handle 60.
[0013] The ball supply tray (upper tray) 61 is located below the front frame 53 and stores game balls. The excess ball receiving tray (lower tray) 62 is located below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray 61. The effect button 63 is an operating part located near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects that are performed as the game progresses. A vibration motor is located inside the effect button 63 and is configured to vibrate up, down, left, and right in response to effects, etc. The sword member 65 is an operating part modeled after the shape of a sword and can be pushed downward by the player during effects that are performed as the game progresses. The sword member 65 is configured to perform a first operation of pushing the entire sword member 65 downward and a second operation of pushing the entire sword member 65 upward. The sub-display screen 64 is the screen of a liquid crystal display device and includes a right sub-display screen 64R, a left sub-display screen 64L, and an upper sub-display screen 64U. The right sub-display screen 64R is located on the right side of the front frame 53, the left sub-display screen 64L is located on the left side of the front frame 53, and the upper sub-display screen 64U is located above the front frame 53. The right sub-display screen 64R and the left sub-display screen 64L are positioned in pairs via the game board 2. The upper sub-display screen 64U is located above the game board 2. The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U are arranged to surround the opening 54 of the front frame 53. The sub-display screen 64 may be a liquid crystal display device, or it may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix display device. The frame lamp 66 includes a right frame lamp and a left frame lamp, and is positioned above the front frame 53 to provide lighting effects during gameplay. The right frame lamp is a diagonal linear light-emitting section positioned between the upper sub-display screen 64U and the right sub-display screen 64R. The left frame lamp is a diagonal linear light-emitting section positioned between the upper sub-display screen 64U and the left sub-display screen 64L. The speaker 67 consists of a left speaker 67a positioned above the left of the front frame 53 and a right speaker 67b positioned above the upper right, and provides sound effects during gameplay.
[0014] The game board 2 comprises a game area 3, rail members 4, board lamps 5, image display device 7, first board movable body 14, second board movable body 15, fixed prize winning device (center hole) 19, normal variable prize winning device (electric chute) 22, gate (through checker) 28, first major prize winning device (first attacker) 31, second major prize winning device (second attacker) 36, major prize opening start opening 17, general prize winning opening 27 (normal prize winning opening 27), out opening 16, and indicators 40.
[0015] The game area 3 is made up of a transparent panel 2a and is the area through which the game balls launched by the operation of the handle 60 flow down. Multiple game pins (also called "obstacle pins," and hereinafter sometimes referred to as "obstacle pins") are provided to guide the game balls. The rail member 4 is located at the left end of the game area 3 and guides the game balls launched by the operation of the handle 60 upwards in the game area 3. An impact member 4B is provided in the upper right of the game area 3, which the game balls that have rolled along the rail from the rail member 4 will come into contact with. The impact member 4B can suppress the movement speed of the game balls. The board lamps 5 are located on the back side of the game area 3 and emit light from the back side of the game area 3. Here, some of the board lamps 5 are connected to the right frame lamps and the left frame lamps, and are configured to have a continuous shape and light emission.
[0016] The image display device 7 is located near the center of the game area 3 and is equipped with a display screen 7a. The image display device 7 may be a liquid crystal display device, or it may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix display device. The display screen 7a of the image display device 7 has a performance symbol display area where performance symbols (decorative symbols) 8L, 8C, and 8R are displayed variably (also called variable display), a hold image display area where hold images 9A and 9B are displayed, and a hold digestion image display area (the hold display area) where a hold digestion image 9C is displayed. The hold images 9A and 9B are images representing holds and are also called hold icons 9A and 9B. The hold digestion image 9C is an image representing the said hold and is also called the said hold image 9C, the said hold icon 9C, the said variable icon 9C, or the variable icon 9C. The said hold icon 9C is also sometimes simply called a hold icon.
[0017] The display area for the performance symbols includes three symbol display areas: "left," "center," and "right." The left symbol display area displays the left performance symbol (left decorative symbol) 8L. The center symbol display area displays the center performance symbol (center decorative symbol) 8C. The right symbol display area displays the right performance symbol (right decorative symbol) 8R. Performance symbols 8L, 8C, and 8R are composed of multiple symbols representing numbers from "1" to "9," for example. The variable display of performance symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol, which will be described later. The image display device 7 can display the results of the variable display of the first special symbol and the second special symbol (jackpot lottery results) displayed by the first special symbol displayer 41a and the second special symbol displayer 41b, which will be described later, to the player in an easy-to-understand manner, depending on the combination of performance symbols displayed in the left, center, and right symbol display areas.
[0018] For example, if a jackpot is won, the display will stop on a set of matching numbers such as "777". If the result is a loss, the display will stop on a set of scattered numbers such as "637". This makes it easier for the player to understand the progress of the game. The player can understand the jackpot lottery result from the first special symbol display 41a, the second special symbol display 41b, and the image display device 7. The position of the symbol display area does not have to be fixed. Also, the manner in which the display of the changing symbols changes may be a vertical scrolling manner or other manner. The combination of symbols that stops to be displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereafter, the display of the symbols 8L, 8C, and 8R will also be called the "changing display symbol display", the "changing decorative symbol display", or simply the "changing display" or "changing display". Furthermore, the variation in the decorative symbols is counted as one variation (one cycle of variation) for the period from when the special symbols start to change until they stop (also called the special symbol variation period). Therefore, even if the decorative symbols are temporarily stopped during the period from when the special symbols start to change until they stop, the effect of that temporary stop is included in the variation of the decorative symbols.
[0019] The image display device 7 can display on the display screen 7a not only the performance symbol variation performance, but also the jackpot performance that is performed in parallel with the jackpot game (an example of a special game), and demo performances for when customers are waiting. In the performance symbol variation performance, in addition to the performance symbols, performance images such as background images and character images may also be displayed. Furthermore, in addition to the performance symbols, the image display device 7 may also display an identification indicator (fourth symbol, not shown) on the display screen 7a that can indicate that a special symbol is changing or that the result of the special symbol lottery is in progress. The identification indicator (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the game area 3.
[0020] The hold image display area includes a first hold display area that displays hold image 9A according to the number of first special symbol hold items described later, and a second hold display area that displays hold image 9B according to the number of second special symbol hold items described later. The display of hold images 9A and 9B makes it easy for the player to see the number of first special symbol hold items displayed on the first special symbol hold indicator 43a and the number of second special symbol hold items displayed on the second special symbol hold indicator 43b. The hold consumption image display area includes a hold consumption display area that displays hold consumption image 9C. The hold consumption image 9C corresponds to the currently changing effect symbols (effect symbols 8L, 8C, 8R) on display screen 7a or display screen 7b, and the display of hold consumption image 9C makes it easy for the player to see that the first special symbol hold or the second special symbol hold is being consumed (considered "consumption of special symbol hold items" described later).
[0021] On the left side of the image display device 7 is a movable so-called gimmick, the first movable panel 14 (also called the first movable component 14). The first movable component 14 is a vertically elongated rod-shaped member that is configured to move left and right in front of the image display device 7. Normally, the first movable component 14 is stationary in a retracted position on the left side of the image display device 7 (Figure 1), and can move (advance) from the retracted position toward the right edge of the display screen 7a and stop at any advanced position in front of the display screen 7a. The first movable component 14 is formed to be approximately the same length as the vertical direction of the image display device 7, and in the advanced position, it covers a part of the image display device 7 from top to bottom.
[0022] Above the image display device 7 is a movable gimmick, the second movable panel 15 (also called the second movable component 15). The second movable component 15 is configured to have a rectangular-shaped member (decorative part) inscribed with "OARO" that can move vertically. Normally, the second movable component 15 is stationary in a retracted position above the image display device 7 (Figure 1), and can move downward (advance) from the retracted position toward the center of the display screen 7a and stop in an advanced position in front of the display screen 7a. When the second movable component 15 stops in the advanced position, it covers a part of the image display device 7.
[0023] A stage section 11 is formed at the bottom of the image display device 7. The stage section 11 has a shape that allows game balls rolling on the upper surface of the stage section 11 to be guided to the first starting port 20, which will be described later. A warp section 12 is provided at the lower left of the image display device 7. The warp section 12 has an inlet into which game balls flow in and an outlet out into which game balls flow out, and the game balls that flow in from the inlet are directed out from the outlet to the stage section 11.
[0024] The fixed prize entry device (center hole) 19 is located below the image display device 7 in the game area 3 and is equipped with a first start opening (first start prize entry opening, first ball entry opening, fixed start opening) 20 that ensures the ease of entry of game balls remains constant. Entry of a game ball into the first start opening 20 triggers the drawing of the first special symbol (jackpot drawing). In other words, entry of a game ball into the first start opening 20 triggers the acquisition of jackpot random numbers and jackpot determination.
[0025] The standard variable prize entry device (electric chute) 22 is located below the first start opening 20 in the game area 3 and is equipped with a second start opening (second start prize entry opening, second ball entry opening, variable start opening) 21. The entry of a game ball into the second start opening 21 triggers the drawing of the second special symbol (jackpot drawing). The electric chute 22 is equipped with a movable member 23 in front of the second start opening 21, and the operation of the movable member 23 opens and closes the second start opening 21. The movable member 23 is driven by an electric chute solenoid 24 (Figure 3). The second start opening 21 can accept a game ball when the movable member 23 is open. The electric chute 22 only needs to make it easier for a ball to enter the second start opening 21 when the movable member 23 is open than when it is closed, and it is also acceptable for a ball to enter the second start opening 21 when it is closed.
[0026] The gate (through checker) 28 is positioned above the first major prize winning device (first attacker) 31 in the game area 3 and is configured to allow game balls to pass through. The passage of a game ball through gate 28 triggers a regular symbol lottery that determines whether or not to open the electric tuner 22. In other words, the passage of a game ball through gate 28 triggers the acquisition of a regular symbol random number (winning random number) and the determination of a win.
[0027] Here, "special symbol lottery" refers to the process of determining whether a jackpot has been won by obtaining a random number for special symbol determination when a game ball enters the first start opening 20 or the second start opening 21, and comparing this obtained random number with a predetermined value corresponding to a "jackpot". The result of this "jackpot" lottery is not immediately notified to the player. Instead, the special symbol is displayed in the first special symbol display 41a or the second special symbol display 41b, described later, and after a predetermined variation time has elapsed, the special symbol corresponding to the lottery result is displayed in a stopped (confirmed) state, and the lottery result is notified to the player. The image display device 7 performs a symbol matching game in which the performance symbols are displayed in sync with the variation of the special symbol, and this symbol matching game more effectively notifies the player of the jackpot lottery result.
[0028] Furthermore, "lottery for regular symbols" refers to the process of determining whether a player has won or lost by obtaining a random number for determining regular symbols when a game ball passes through gate 28 and comparing this obtained random number with a predetermined value corresponding to a "win". The result of this lottery for regular symbols is not immediately announced when the game ball passes through gate 28. Instead, the regular symbols are displayed in the regular symbol display unit 42 (described later), and after a predetermined period of time has elapsed, the regular symbol corresponding to the lottery result is displayed (lit up or turned off), and the result is announced to the player.
[0029] The first major prize device (first attacker, first special variable prize device) 31 is located to the upper right of the first start opening 20 in the game area 3 and comprises the first major prize opening (first special prize opening) 30, a V area 39, a non-V area 70, and a V opening / closing member 71. The first major prize opening 30 is equipped with an opening / closing member (first special prize opening opening / closing member) 32 that allows or hinders the acceptance of game balls by a swing-type opening and closing operation. The opening / closing member 32 is driven by the first major prize opening solenoid 33 (Figure 3). When the opening / closing member 32 is in the open state, game balls can be entered into the first major prize opening 30.
[0030] The first major prize device 31 includes, internally, a V-region (specific region) 39, a V-region sensor 39a (Figure 3), a non-V-region (non-specific region) 70, a non-V-region sensor 70a (Figure 3), a first major prize opening sensor 30a (Figure 3), a V-opening / closing member 71, and a V-opening / closing member solenoid 73 (Figure 3). The V-region (specific region) 39 and the non-V-region (non-specific region) 70 are configured within the first major prize device 31 as regions through which game balls that have passed through the first major prize opening 30 can pass. The first major prize opening sensor 30a is positioned upstream of the V-region 39 and the non-V-region 70 and detects the entry of a game ball into the first major prize opening 30. The V-region sensor 39a is positioned in the V-region 39 and detects the passage of a game ball into the V-region 39. The non-V area sensor 70a is located in the non-V area 70 and detects the passage of game balls into the non-V area 70. The V opening / closing member 71 distributes game balls that have passed through the first large prize opening 30 to either the V area 39 or the non-V area 70. The V opening / closing member solenoid 73 drives the V opening / closing member 71. The V opening / closing member 71 is configured to rotate (clockwise and counterclockwise relative to the game board 2). When the V opening / closing member solenoid 73 is energized, it rotates counterclockwise from its home position to a first state (rotating state) that distributes game balls to the V area 39. When the V opening / closing member solenoid 73 is not energized, it returns to its home position to a second state (stopped state) that distributes game balls to the non-V area 70. The V-opening / closing member 71 is not limited to rotational movement; it only needs to have the function of distributing game balls that have passed through the first large prize opening 30 to either the V-area 39 or the non-V-area 70. For example, it may be configured to move left or right relative to the game board 2. That is, when the V-opening / closing member solenoid 73 is energized, it may be in a retracted state (first state) that distributes game balls to the V-area 39, and when the V-opening / closing member solenoid 73 is not energized, it may be in an advanced state (second state) that distributes game balls to the non-V-area 70. In the game machine 1, the passage of game balls into the V-area 39 is the trigger for transitioning to the high-probability state described later. In other words, the V-area 39 is the probability variation activation opening. On the other hand, the non-V-area 70 is not the probability variation activation opening. The first large prize device 31 of this embodiment is further equipped with a first large prize device discharge sensor (not shown) that counts the number of game balls discharged from the first large prize device 31.The first prize winning device discharge sensor is located at the point where the V-region 39 and the non-V-region 70 merge downstream, and counts the number of game balls that have passed through the V-region sensor 39a or the non-V-region sensor 70a.
[0031] The second major prize winning device (second attacker, second special variable prize winning device) 36 is located to the upper right of the first major prize winning opening 30 in the game area 3 and includes a second major prize winning opening (second special prize winning opening) 35. The second major prize winning opening 35 is equipped with an opening / closing member (second special prize winning opening opening / closing member, movable member) 37 that obstructs or allows the acceptance of game balls by a swing-type opening and closing operation. The opening / closing member 37 is driven by a second major prize winning opening solenoid 38 (Figure 3). When the opening / closing member 37 is in the open position, game balls can be entered into the second major prize winning opening 35.
[0032] The large prize opening starter 17 is positioned above the first large prize opening 30 in the game area 3, and the first large prize opening 30 is opened when a game ball passes through. However, the game machine 1 does not have to be equipped with the large prize opening starter 17.
[0033] The general prize entry point 27 is located at the bottom of the game area 3. The out entry point 16 is located at the bottom of the game area 3 and discharges game balls that do not enter any of the prize entry points to the outside of the game area 3. The display devices 40 are located near the center on the right side of the game board 2. Details of the display devices 40 will be described later. The general prize entry point 29 is located in the lower right of the game area 3, adjacent to the right side of the first major prize entry point 30.
[0034] Game area 3 is divided into left game area 3A, located to the left of the center in the left-right direction, and right game area 3B, located to the right. The method of shooting the game ball so that it flows down through left game area 3A is called "left-handed shooting." On the other hand, the method of shooting the game ball so that it flows down through right game area 3B is called "right-handed shooting." In game machine 1, left-handed shooting allows players to aim for entry into the first starting opening 20. Conversely, right-handed shooting allows players to aim for passing through gate 28 and entering the second starting opening 21, the first large prize opening 30, and the second large prize opening 35.
[0035] Figure 2 is an enlarged view of the display unit 40. The display unit 40 includes a first special symbol display unit 41a, a second special symbol display unit 41b, a regular symbol display unit 42, a first special symbol hold display unit 43a, a second special symbol hold display unit 43b, and a regular symbol hold display unit 44. The first special symbol display unit 41a displays the first special symbol in a variable manner. The second special symbol display unit 41b displays the second special symbol in a variable manner. The regular symbol display unit 42 displays the regular symbol in a variable manner. The first special symbol hold display unit 43a displays the number of reserved functions (first special symbol reserves) stored for the first special symbol display unit 41a. The second special symbol hold display unit 43b displays the number of reserved functions (second special symbol reserves) stored for the second special symbol display unit 41b. The regular symbol hold indicator 44 displays the number of regular symbol hold indicators (regular symbol hold) stored in the regular symbol indicator 42. The variable display of the first special symbol is triggered when a game ball enters the first start opening 20. The variable display of the second special symbol is triggered when a game ball enters the second start opening 21. Hereafter, the first special symbol and the second special symbol will be collectively referred to as "special symbols". The first special symbol indicator 41a and the second special symbol indicator 41b will also be collectively referred to as "special symbol indicator 41". The first special symbol hold indicator 43a and the second special symbol hold indicator 43b will also be collectively referred to as "special symbol hold indicator 43".
[0036] The special symbol display unit 41 displays a special symbol (identification information) in a variable manner (variable display), and then displays it stopped to announce the result of the lottery (special symbol winning lottery, jackpot lottery) based on winning into the first starting opening 20 or the second starting opening 21. The special symbol that is displayed when stopped (stopped symbol, special symbol that is displayed as a result of the variable display) is one special symbol selected from among several types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined jackpot stopping pattern, a special game (jackpot game) is played in which the first large prize opening 30 or the second large prize opening 35 is opened in an opening pattern corresponding to the type of jackpot symbol that is displayed when stopped (type of jackpot won). The opening patterns of the large prize openings (first large prize opening 30 and second large prize opening 35) in the special game will be described later.
[0037] The special symbol display unit 41 consists of eight LEDs arranged horizontally, and the way they light up indicates the special symbol corresponding to the result of the special symbol winning lottery. For example, if a jackpot (one of several types of jackpots described later) is won, the jackpot symbol is displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit up, such as "○○●●○○●●" (○: lit, ●: off). If it is a loss, the losing symbol is displayed with only the rightmost LED lit up, such as "●●●●●●●○". A mode in which all LEDs are turned off may also be used for the losing symbol. Before the special symbol is displayed in a stopped state, the special symbol is displayed in a variable state for a predetermined period of time. The mode of the variable display may be, for example, each LED lighting up so that the light flows repeatedly from left to right. The mode of the variable display is not limited to the above mode, and any lighting mode is possible as long as each LED is not displayed in a stopped state (lighted in a specific mode). For example, the mode of the variable display may be all LEDs flashing simultaneously.
[0038] In the game machine 1, when a game ball enters the first start port 20 or the second start port 21, the values (numerical information) of various random numbers, such as the jackpot random number, acquired for that entry are temporarily stored in the special symbol reserve storage area 85 (Figure 5). Specifically, if the ball enters the first start port 20, it is stored as the first special symbol reserve in the first special symbol reserve storage area 85a (Figure 5), and if the ball enters the second start port 21, it is stored as the second special symbol reserve in the second special symbol reserve storage area 85b (Figure 5). There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve storage area 85, and in this embodiment, the upper limit is 4 for both the first special symbol reserve storage area 85a and the second special symbol reserve storage area 85b. The special symbol reserves stored in the special symbol reserve storage area 85 are consumed when it becomes possible to display the special symbols based on those special symbol reserves in a variable manner. "Consuming special symbols" refers to determining the jackpot random number corresponding to the special symbol hold and performing a variable display of special symbols to indicate the determination result. Therefore, in the game machine 1, even if the variable display of special symbols based on the entry of a game ball into the first start port 20 or the second start port 21 cannot be performed immediately after the entry, that is, even if the entry occurs while the variable display of special symbols is being performed or while a special game is being played, the right to draw a jackpot for that entry can be reserved up to a predetermined number. The number of special symbol holds is displayed in the special symbol hold indicator 43. The first special symbol hold indicator 43a and the second special symbol hold indicator 43b are each composed of, for example, four LEDs. Each special symbol hold indicator 43 displays the number of special symbol holds by lighting up the number of LEDs corresponding to the number of special symbol holds.
[0039] The variable display of the regular symbols is triggered by the passage of a game ball through gate 28. The regular symbol display unit 42 displays the regular symbols in a variable manner (variable display) and then displays them stopped to inform the player of the result of the regular symbol lottery based on the passage of the game ball through gate 28. The regular symbol that is stopped (regular symbol stop symbol, the regular symbol that is displayed as a result of the variable display) is one regular symbol selected from among several types of regular symbols by the regular symbol lottery. If the regular symbol stop symbol is a specific regular symbol predetermined (a regular symbol with a predetermined stopping pattern, i.e., a regular winning symbol), an auxiliary game is performed to open the second start opening 21 in an opening pattern corresponding to the current game state. The opening patterns of the second start opening 21 will be described later.
[0040] The regular symbol display unit 42 consists of two LEDs, and the way they light up indicates the regular symbol corresponding to the result of the regular symbol lottery. For example, if the lottery result is a win, it displays a regular winning symbol with both LEDs lit up, such as "○○" (○: lit, ●: off). If the lottery result is a loss, it displays a regular losing symbol with only the right LED lit up, such as "●○". A mode in which all LEDs are turned off may also be adopted for a regular losing symbol. Before the regular symbol is displayed as stopped, the regular symbol is displayed as fluctuating for a predetermined fluctuating time. The mode of fluctuating display may be, for example, both LEDs lighting up alternately. The mode of fluctuating display is not limited to the above mode, and any lighting mode is possible as long as each LED is not displayed as stopped (lit in a specific mode). For example, the mode of fluctuating display may be all LEDs flashing simultaneously.
[0041] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal symbol random number (winning random number) obtained for the passing is temporarily stored as a normal symbol hold in the normal symbol hold memory area 86 (Fig. 5). There is an upper limit to the number of normal symbol holds that can be stored in the normal symbol hold memory area 86, and the upper limit value in this embodiment is four. The normal symbol hold stored in the normal symbol hold memory area 86 is consumed when the variable display of the normal symbol based on the normal symbol hold becomes possible. The consumption of the normal symbol hold means determining the normal symbol random number (winning random number) corresponding to the normal symbol hold and executing the variable display of the normal symbol for showing the determination result. Therefore, in the gaming machine 1, when the variable display of the normal symbol based on the passing of the game ball through the gate 28 cannot be performed immediately after the passing, that is, even when a winning occurs during the execution of the variable display of the normal symbol or during the execution of the auxiliary game, the right to the normal symbol lottery for the passing can be retained with a predetermined number as the upper limit. The number of normal symbol holds is displayed on the normal symbol hold display 44. The normal symbol hold display 44 is composed of, for example, four LEDs, and the number of normal symbol holds is displayed by lighting the LEDs corresponding to the number of normal symbol holds.
[0042] 2. Electrical Configuration of Gaming Machine Based on FIGS. 3 and 4, the electrical configuration of the gaming machine 1 will be described. FIG. 3 is a block diagram showing the electrical configuration on the main control board side of the gaming machine 1. FIG. 4 is a block diagram showing the electrical configuration on the sub-control board side of the gaming machine 1. The gaming machine 1 includes a main control board 80 (FIG. 3), a sub-control board 90 (FIG. 4), an image control board 100 (FIG. 4), a lamp control board 107 (FIG. 4), an audio control board 106 (FIG. 4), and a payout control board 110 (FIG. 3). The main control board 80 is a game control board that performs control related to game benefits such as jackpot lottery and transition of game states, and constitutes the main control unit. The sub-control board 90 is an effect control board that performs control related to effects executed as the game progresses, and together with the image control board 100, the lamp control board 107, and the audio control board 106, constitutes the sub-control unit. Note that the sub-control unit can be configured as long as it includes at least the sub-control board 90.
[0043] The main control board 80 includes a game control microcontroller 81, which is a game control microprocessor, and an input / output circuit 87. The game control microcontroller 81 is a one-chip microcontroller mounted on the main control board 80 and controls the progress of the game of the game machine 1 according to the program. The game control microcontroller 81 includes a main ROM 83 that stores programs for controlling the progress of the game, a main RAM 84 used as work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and the storage area provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcontroller 81 sends and receives data with other boards etc. via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcontroller 81.
[0044] Various sensors and solenoids are connected to the main control board 80 via input / output circuits 87 and a relay board 88. The main control board 80 receives signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via the relay board 88 include the large prize opening start sensor 17a, the first start sensor 20a, the second start sensor 21a, the gate sensor 28a, the first large prize sensor 30a, the second large prize sensor 35a, the V-region sensor 39a, the non-V-region sensor 70a, and the regular prize sensors 27a and 29a. Examples of solenoids connected via the relay board 88 include the electric tuner solenoid 24, the first large prize solenoid 33, the second large prize solenoid 38, and the V-opening / closing member solenoid 73. The large prize opening start sensor 17a is installed inside the large prize opening start opening 17 and detects game balls that have entered the large prize opening start opening 17. The first start opening sensor 20a is installed inside the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is installed inside the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is installed inside the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is installed inside the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is installed inside the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The V-region sensor 39a is located in the V-region 39 inside the first large prize opening 30 and detects game balls that have passed through the V-region 39. The non-V-region sensor 70a is located in the non-V-region 70 inside the first large prize opening 30 and detects game balls that have passed through the non-V-region 70. The normal prize opening sensor 27a is located inside the normal prize opening 27 and detects game balls that have entered the normal prize opening 27. The normal prize opening sensor 29a detects game balls that have passed inside the normal prize opening 29. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The V-opening / closing member solenoid 73 drives the V-opening / closing member 71 of the first grand prize winning device 31.The magnetic sensor 151a is located on the back of the game board 2 and detects when a magnetic field is generated near it. The radio wave sensor 152a is located on the back of the game board 2 and detects when a radio wave is generated near it. The ball shortage sensor 153a is located in the ball tank 400 on the back of the game machine 1 and detects when there is a shortage of balls.
[0045] The main control board 80 is connected to the display units 40 via the input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display 41a, the second special symbol display 41b, the regular symbol display 42, the first special symbol hold display 43a, the second special symbol hold display 43b, and the regular symbol hold display 44.
[0046] The main control board 80 is connected to the payout control board 110 via an input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 is connected to a prize ball payout device 120, a ball lending device 130, and a card unit 135, and a launch device 112 is connected via a launch control circuit 111. The prize ball payout device 120 dispenses prize balls. The payout control board 110 includes a payout control microcontroller 109, which is a payout control microprocessor, and an input / output circuit. The payout control microcontroller 109 is a one-chip microcontroller mounted on the payout control board 110, and based on signals from the game control microcontroller 81, it drives the prize ball motor 121 of the prize ball payout device 120 to dispense prize balls. The prize balls dispensed are detected by the prize ball sensor 122 for counting. The ball dispensing device 130 dispenses the dispensed balls. The dispensing control board 110 drives the ball dispensing motor 131 of the ball dispensing device 130 to dispense the dispensed balls based on signals from the card unit 135 connected to the gaming machine 1. The dispensed balls are detected by the ball dispensing sensor 132 for counting. The card unit 135 is located adjacent to the gaming machine 1 and outputs information related to ball dispensing based on information such as an inserted prepaid card. The launching device 112 includes a handle 60 (Figure 1), a launching motor 113, a touch switch 114, and a launching volume 115. When the player operates the handle 60, the launching device 112 detects contact with the handle 60 using the touch switch 114 and detects the amount of rotation of the handle 60 using the launching volume 115. Then, the launch motor 113 is driven so that the game balls are launched with a strength corresponding to the magnitude of the detection signal from the launch volume 115.
[0047] The main control board 80 is connected to the sub-control board 90 (Figure 4) via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only signal transmission from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the main control board 80 and the sub-control board 90 as a means of restricting the direction of communication.
[0048] A wire breakage monitoring device 155 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 receives a signal (wire breakage signal) from the wire breakage monitoring device 155 and determines whether the signal line being monitored by the wire breakage monitoring device 155 is broken or not. The wire breakage monitoring device 155 monitors the signal lines connected to the relay board 88. In addition, the wire breakage monitoring device 155 may also monitor the signal lines connected to the main control board 80.
[0049] The main control board 80 is connected to the power supply board 162 via an input / output circuit 87. The main control board 80 receives the signal from the power switch 163 of the power supply board 162 and determines whether the power switch 163 is ON or OFF.
[0050] The main control board 80 is equipped with a RAM clear switch 161. The RAM clear switch 161 is pressed when resetting the information stored in the main RAM 84. When resetting the information stored in the main RAM 84, the RAM clear switch 161 is pressed, and the power switch 163 on the power supply board is turned ON. When the power switch 163 is turned ON, the main control board 80 resets the information stored in the main RAM 84 if the RAM clear switch 161 is pressed, and does not reset the information stored in the main RAM 84 if the RAM clear switch 161 is not pressed.
[0051] The sub-control board 90 includes a performance control microcontroller 91, which is a performance control microprocessor, and an input / output circuit 95. The performance control microcontroller 91 is mounted on the sub-control board 90 and controls the performance of the game of the gaming machine 1 according to a program. The performance control microcontroller 91 includes a sub-ROM 93 that stores programs for controlling the performance as the game progresses, a sub-RAM 94 used as work memory, and a sub-CPU 92 that executes the program stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the memory area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcontroller 91 sends and receives data with other boards, etc. via the input / output circuit (I / O port section) 95. The input / output circuit 95 may be built into the performance control microcontroller 91. The sub-control board 90 is connected to the image control board 100, the sound control board 106, the lamp control board 107, the relay board 108, and the cooling fan 172 via the input / output circuit 95. The microcontroller 91 for performance control may be a single-chip microcontroller.
[0052] The image control board 100 includes an image control microcontroller 101, an input circuit 105a, and an output circuit 105b. The image control microcontroller 101, which is an image control microprocessor, is mounted on the image control board 100 and controls the display of the image display device 7 and the sub-display screen 64 according to the program. The image control microcontroller 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores not only the program for display control, but also image data such as still image data and video data displayed on the image display device 7 and the sub-display screen 64, specifically characters, items, shapes, letters, numbers, and symbols (including animation patterns) and background images. The RAM 104 is used as memory for processing the image data. The CPU 102 executes the program stored in the ROM 103. The animation control microcontroller 91 causes the image control microcontroller 101 to control the display of the image display device 7 and the sub-display screen 64 based on commands received from the main control board 80. The image control microcontroller 101 reads image data from the ROM 103 based on commands from the performance control microcontroller 91, and performs display control based on the read image data. The image control microcontroller 101 may be a single-chip microcontroller.
[0053] A speaker 67 is connected to the audio control board 106, and the performance control microcontroller 91 outputs voice, music, sound effects, etc., from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The audio data, such as voice, output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. The audio control board 106 may also have a CPU, and the CPU may be made to execute audio control based on commands. Furthermore, the audio control board 106 may also have a ROM, and the audio data may be stored in the ROM. In addition, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may be made to execute audio control. Furthermore, the audio data may be stored in the ROM 103 of the image control board 100.
[0054] The lamp control board 107 is connected to and controls the frame lamp 66, the panel lamp 5, the first movable mechanism 14, the second movable mechanism 15, and the frame movable mechanism 69. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In other words, the performance control microcomputer 91 creates light emission pattern data (data that determines lighting / exiting, light emission color, etc., also called lamp data) that determines the light emission pattern of lamps such as the frame lamp 66 and the panel lamp 5, and controls the light emission of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission pattern data. Data stored in the sub-ROM 93 of the sub-control board 90 is used to create the light emission pattern data. The performance control microcomputer 91 operates the first movable mechanism 14, the second movable mechanism 15, and the frame movable mechanism 69 based on commands received from the main control board 80. The microcontroller 91 for performance control creates operation pattern data (drive data) that determines the operation modes of the first movable mechanism 14, the second movable mechanism 15, and the frame movable mechanism 69, and controls the operation of the first movable mechanism 14, the second movable mechanism 15, and the frame movable mechanism 69 according to the operation pattern data. Data stored in the sub-ROM 93 is used to create the operation pattern data. The lamp control board 107 may also have a CPU implemented, and the CPU may be used to perform lamp lighting control and operation control of the movable mechanisms 14 and 15 based on commands. In this case, the lamp control board 107 may also have a ROM implemented, and data related to the light emission pattern and operation pattern may be stored in the ROM.
[0055] The relay board 108 is connected to a performance button detection switch 63a, a select button detection switch 68a, a first movable mechanism 14 detection sensor 14a, a second movable mechanism 15 detection sensor 15a, and a game machine frame release sensor 50a. The performance button detection switch 63a detects when the performance button 63 (Figure 1) is pressed. When the performance button 63 is pressed, a switch signal is output from the performance button detection switch 63a to the sub-control board 90 via the relay board 108. A vibration motor is also attached to the performance button detection switch 63a, which is driven in response to a signal from the relay board 108 and can vibrate the performance button 63. The select button detection switch 68a detects when the select button 68 is pressed. The first movable mechanism 14 detection sensor 14a detects when the first movable mechanism 14 is in the origin area. The second movable mechanism 15 detection sensor 15a detects when the second movable mechanism 15 is in the origin area. The gaming machine frame release sensor 50a detects that the gaming machine frame 50 is open. The gaming machine frame 50 being open means that the front frame (front frame portion) 53 is separated from the game board 2. Alternatively, it may mean that the game board 2 is separated from the outer frame 51 of the gaming machine. In addition, the relay board 108 is also connected to a sword member detection switch that detects when the sword member 65 has been manipulated.
[0056] 3. Data structure of the gaming machine The data structure of the gaming machine 1 will be explained based on Figures 5 and 6. Figure 5(A) is a diagram illustrating the table stored in the main ROM 83. Figure 5(B) is a diagram illustrating the memory area provided in the main RAM 84. Figure 6(A) is a diagram illustrating the table stored in the sub-ROM 93. Figure 6(B) is a diagram illustrating the memory area provided in the sub-RAM 94.
[0057] The main ROM 83 (Figure 5(A)) stores the following tables: jackpot determination table T1, reach determination table T2, normal symbol hit determination table T3, normal symbol variation pattern determination table T4, jackpot type determination table T5, variation pattern determination table T6, electric tuner opening pattern determination table T7, big prize opening pattern determination table T8, and V-opening / closing member opening pattern determination table T9. These determination tables are referenced by the game control microcomputer 81 in the main control processing (described later) executed by the game control microcomputer 81. The specific contents of each determination table will be described later.
[0058] The main RAM 84 (Figure 5(B)) is provided with a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special symbol hold memory area 85, and a normal symbol hold memory area 86. The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit during the main control processing (described later) are set, and includes commands such as pre-determination commands, hold ball count commands, variation start commands, variation stop commands, opening commands, round specification commands, ending commands, game state specification commands, V-pass commands, and customer waiting commands. The flag set area 84b is an area where flags indicating the state of the game machine or game state are set during the main control processing (described later), and includes flags such as jackpot flags, jackpot end flags, first prize flags, second prize flags, ceiling flags, V flags, probability variation flags, and time reduction flags. The counter set area 84c is the area where counters used in the main control processing (described later) are set, and includes a random number counter, round counter, ceiling counter, probability variation counter, time reduction counter, etc. The special operation status set area 84d is the area where the status in the special operation processing (described later) is set. The special symbol hold memory area 85 includes the first special symbol hold memory area 85a where the first special symbol hold is stored, and the second special symbol hold memory area 85b where the second special symbol hold is stored. The first special symbol hold memory area 85a is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing groups of random numbers (hold information), such as the special symbol winning random numbers, corresponding to the 1st, 2nd, 3rd, and 4th special symbol holds of the first special symbol hold, respectively. The second special symbol hold memory area 85b is provided with a first, second, third, and fourth memory area for storing random value groups (hold information) corresponding to the first, second, third, and fourth special symbol holds, respectively. The regular symbol hold memory area 86 is provided with a first, second, third, and fourth memory area for storing random value groups (hold information) such as regular symbol random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular symbol holds, respectively.In addition to the above-mentioned areas, the main RAM 84 also includes a win type set buffer where special symbol stop pattern data is set, and a drive data buffer where drive data for driving the movable parts 14 and 15 and the movable frame 600 is set. The information stored in the main RAM 84 is not cleared when the power of the gaming machine 1 is turned OFF or ON and is maintained as is. That is, the above-mentioned commands, flags, counters, status information, and hold information remain unchanged even when the power is turned OFF or ON, and the information is maintained. On the other hand, the information stored in the main RAM 84 is reset when the RAM of the gaming machine 1 is cleared. When reset, the initial state of the flags is set as follows: the ceiling flag is set to "ON" and the other flags are set to "OFF". Also, the initial state of the counters is set as follows: the ceiling counter is set to "500" and the other counters are set to "0".
[0059] Sub-ROM 93 (Figure 6(A)) stores the pre-reading effect pattern determination table T51, the main effect pattern determination table T52, the chance-up effect pattern determination table T53, and the stop symbol pattern determination table T54. These determination tables are referenced by the effect control microcontroller 91 in the sub-control main processing (described later) executed by the effect control microcontroller 91. The specific contents of each determination table will be described later.
[0060] The sub-RAM 94 (Figure 6(B)) is provided with a command storage area 94a, an effects command set area 94b, a pre-determination information storage area 94c, and a counter set area 94d. The command storage area 94a is an input buffer in which commands input from the main control unit side are stored during the sub-control main processing (described later), and stores pre-determination commands, reserved ball count commands, variation start commands, variation stop commands, opening commands, round specification commands, ending commands, game state specification commands, V-pass commands, customer waiting commands, etc. The effects command set area 94b is an output buffer in which commands output from the sub-control board 90 to the image control board 100, sound control board 106, lamp control board 107, and relay board 108 during the sub-control main processing (described later), and stores variation effects start commands, pre-variation end commands, variation effect end commands, opening effect start commands, round effect start commands, ending effect start commands, etc. The pre-determination information storage area 94c stores pre-determination information in the sub-control main processing (described later). The counter set area 94d is the area where counters used in the sub-control main processing (described later) are set, and includes the random number counter, the first special symbol hold effect counter, the second special symbol hold effect counter, the normal symbol hold effect counter, the ceiling effect counter, the carryover effect counter, the probability variation effect counter, and the time reduction effect counter. Of the information stored in sub-RAM 94, all except the carryover effect counter are not cleared by turning the power of the gaming machine 1 OFF or ON and are maintained as they are. In other words, the above commands, counters other than the carryover effect counter, and pre-determination information remain unchanged in state even when the power is turned OFF or ON, and the information is maintained. The carryover effect counter is reset by turning the power of the gaming machine 1 OFF or ON, and is set to 0 as its initial state. The information stored in sub-RAM 94 is reset by a RAM clear of the gaming machine 1. When reset, the initial state of the counters is set as follows: the ceiling effect counter is set to 500, and all other counters are set to 0.
[0061] Figure 7 is a diagram illustrating the various random numbers used in the gaming machine 1. Figure 7(A) shows the random numbers acquired by the game control microcomputer 81 on the main control unit side, and Figure 7(B) shows the random numbers acquired by the performance control microcomputer 91 on the sub-control unit side. The game control microcomputer 81 is configured to acquire the "jackpot random number," "jackpot type random number," "reach random number," "variation pattern random number," and "normal symbol random number (winning random number)" at timings described later. The "jackpot random number" is a random number used for the lottery to determine whether or not it is a jackpot (jackpot determination), and takes values in the range of 0 to 65535. The "jackpot type random number" is a random number used for the lottery to determine the type of jackpot that has been won (jackpot type determination), and takes values in the range of 0 to 127. The "Reach Random Number" is a random number used to determine whether or not to generate a reach in the symbol variation animation that indicates the result of a miss when the jackpot judgment is not met, and it takes values in the range of 0 to 127. Reach is a state in which, out of multiple animation symbols (decorative symbols), only one animation symbol remains to be displayed in a variation, and depending on which symbol the remaining animation symbol stops on, it will result in a combination of animation symbols that indicates a jackpot (for example, the state of "7↓7"). Note that the animation symbol that is stopped on the display screen 7a in the reach state may be displayed as if it is shaking. The "Variation Pattern Random Number" is a random number used to determine the variation pattern, including the variation time, and it takes values in the range of 0 to 127. The "Normal Symbol Random Number (Winning Random Number)" is used in the lottery (normal symbol lottery) to determine whether or not to perform the auxiliary game that opens the electric tuner 22. The normal symbol random number takes values in the range of 0 to 255. The "jackpot random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the starting gate (first starting gate 20 or second starting gate 21). The group of random numbers obtained based on the ball entering the first starting gate 20 is stored in the first special symbol reserve memory area 85a, and the group of random numbers obtained based on the ball entering the second starting gate 21 is stored in the second special symbol reserve memory area 85b. The "normal symbol random number (winning random number)" is obtained based on passing through gate 28. The obtained normal symbol random number is stored in the normal symbol reserve memory area 86.
[0062] The microcontroller 91 for controlling the game's effects is configured to acquire "pre-read effect random numbers" and "chance-up random numbers" at the timings described below. The "pre-read effect random number" is a random number used to determine the pre-read effect during a variation effect, and takes values in the range of 0 to 127. The "chance-up random number" is a random number used to determine the chance-up effect during a variation effect, and takes values in the range of 0 to 127. The "pre-read effect random number" is acquired based on the output of a pre-determination command from the main control unit to the sub-control unit. The acquired random number set is stored in the sub-RAM 94. The "chance-up random number" is acquired based on the output of a variation start command from the main control unit to the sub-control unit. The acquired random number set is stored in the sub-RAM 94.
[0063] Figure 8 is a diagram illustrating the judgment tables T1 to T4. Figure 8(A) shows a diagram illustrating the jackpot judgment table T1, Figure 8(B) shows a diagram illustrating the reach judgment table T2, Figure 8(C) shows a diagram illustrating the normal symbol win judgment table T3, and Figure 8(D) shows a diagram illustrating the normal symbol variation pattern judgment table T4.
[0064] The jackpot determination table T1 is a table referenced by the game control microcomputer 81 in the main control processing (described later) to determine whether the acquired jackpot random number (any number from 0 to 65535) corresponds to a "jackpot" or a "miss". Figure 8(A) shows that in the "normal probability state", if the jackpot random number is "0 to 164", it is determined to be a "jackpot", and if the jackpot random number is "a number other than 0 to 164 (165 to 65535)", it is determined to be a "miss". It also shows that in the "high probability state", if the jackpot random number is "0 to 649", it is determined to be a "jackpot", and if the jackpot random number is "a number other than 0 to 649 (650 to 65535)", it is determined to be a "miss". The contents of the "normal probability state" and "high probability state" will be described later.
[0065] The reach determination table T2 is a table referenced by the game control microcomputer 81 in the main control processing (described later) to determine whether the acquired reach random number (any of 0 to 127) corresponds to "reach present" or "no reach". Figure 8(B) shows that in the "non-time-saving state", if the reach random number is "0 to 13", it is determined to be "reach present", and if the reach random number is "a number other than 0 to 13 (14 to 127)", it is determined to be "no reach". It also shows that in the "time-saving state", if the reach random number is "0 to 5", it is determined to be "reach present", and if the reach random number is "a number other than 0 to 5 (6 to 127)", it is determined to be "no reach". The contents of "time-saving state" and "non-time-saving state" will be described later. In the reach determination table T2, the chances of getting a reach when losing are lower in the time-saving state than in the non-time-saving state. This is because, in the shortened time state, more instances of no reach and no miss are selected, thereby speeding up the consumption of special symbol reserves.
[0066] The regular symbol win determination table T3 is a table referenced by the game control microcomputer 81 in the main control processing (described later) to determine whether the acquired regular symbol random value (any of 0 to 255) corresponds to a "win" or a "loss". Figure 8(C) shows that in the "non-time-saving state", if the regular symbol random value is "0 to 2", it is determined to be a "win", and if the regular symbol random value is "a number other than 0 to 2 (3 to 255)", it is determined to be a "loss". Also, in the "time-saving state", if the regular symbol random value is "0 to 254", it is determined to be a "win", and if the regular symbol random value is "a number other than 0 to 254 (255)", it is determined to be a "loss".
[0067] The normal symbol variation pattern determination table T4 is a table that the game control microcomputer 81 refers to in its main control processing (described later) to determine how many seconds the normal symbols will vary, depending on the game state (whether it is a non-time-saving state or a time-saving state). Figure 8(D) shows that when it is a "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and when it is a "time-saving state", the normal symbol variation time is determined to be "1 second".
[0068] Figure 9 is a diagram illustrating the jackpot type determination table T5. The jackpot type determination table T5 is a table referenced by the game control microcomputer 81 in the main control processing (described later) to determine the "jackpot type" and "special symbol type" according to the acquired jackpot type random value (one of 0 to 127). In Figure 9, when the first special symbol (special symbol 1) is drawn, if the jackpot type random value is "0 to 24", the jackpot type is determined to be "16RV passing jackpot", and the stopping symbol of special symbol 1 (special symbol stopping symbol) is determined to be "jackpot symbol 1". If the jackpot type random value is "25 to 49", the jackpot type is determined to be "16RV passing jackpot", and the stopping symbol of special symbol is determined to be "jackpot symbol 2". If the random value for the jackpot type is "50-55", the jackpot type is determined to be "16R (effectively 15R) V-passing jackpot", and the special symbol that stops is determined to be "jackpot symbol 3". If the random value for the jackpot type is "56-67", the jackpot type is determined to be "16R (effectively 13R) V-passing jackpot", and the special symbol that stops is determined to be "jackpot symbol 4". If the random value for the jackpot type is "68-127", the jackpot type is determined to be "16R (effectively 13R) V-non-passing jackpot", and the special symbol that stops is determined to be "jackpot symbol 5". On the other hand, when a win is achieved in the lottery for the second special symbol (Special Symbol 2), if the random value for the jackpot type is "0 to 82", the jackpot type is determined to be a "16RV passing jackpot", and the stopping symbol of Special Symbol 2 (Special Symbol Stopping Symbol) is determined to be "jackpot symbol 1". If the random value for the jackpot type is "83 to 127", the jackpot type is determined to be a "16R (effectively 13R) V non-passing jackpot", and the stopping symbol of Special Symbol is determined to be "jackpot symbol 5". Furthermore, by referring to the jackpot type determination table T5, the "Special Symbol Stopping Symbol Data" corresponding to the Special Symbol Stopping Symbol, the "Opening (OP) Command", "Round Specification Command", and "Ending (ED) Command" for the special game can also be identified. The specific details of "16RV scheduled jackpot," "16R (effectively 15R) V scheduled jackpot," "16R (effectively 13R) V scheduled jackpot," and "16R (effectively 13R) V not scheduled jackpot" will be explained later.
[0069] Figure 10 is a diagram illustrating the variation pattern determination table T6 when the game is not in a time-saving state. Figure 11 is a diagram illustrating the variation pattern determination table T6 when the game is in a time-saving state. The variation pattern determination table T6 is a table that the game control microcomputer 81 refers to in the main control processing (described later) to determine the variation pattern according to the acquired variation pattern random value (0 to 127). In Figure 10, for example, it is shown that when the ball enters the first start opening 20 in a non-time-saving state, the jackpot determination table T1 is determined to be a "miss", the reach determination table T2 is determined to be a "reach", the number of held balls is "1 to 2", and the variation pattern random value is "0 to 60", the variation pattern is determined to be "P7". Figure 11 shows, for example, that when a ball enters the second starting gate 21 in a time-saving state, and the jackpot determination table T1 determines it as a "jackpot," and the jackpot type determination table T5 determines it as a "jackpot with a planned 16RV passage," and the random value of the variation pattern is "0 to 10," then the variation pattern is determined to be "P61." As shown in Figures 10 and 11, once the variation pattern is determined, the variation time is also determined. In addition, when a reach occurs, it is determined whether that reach will be a normal reach or a super reach (SP reach). A super reach is a reach animation with a longer variation time after the reach than a normal reach. Here, five types of super reaches with different variation times (SP1, SP2, SP3, SP4, SP5) are set. SP1 to SP3 are executed in an advanced manner after a normal reach. The difference between SP1 to SP5 may be, for example, the presence or absence of a pseudo-consecutive win.
[0070] Figure 12 is a diagram illustrating the electric tuner opening pattern determination table T7. The electric tuner opening pattern determination table T7 is a table referenced by the game control microcomputer 81 in the main control processing (described later) to determine the opening pattern of the electric tuner 22 according to the game state (whether it is a non-time-saving state or a time-saving state). Figure 12(A) shows that when it is a "non-time-saving state", the opening pattern of the electric tuner 22 is determined to be "opening pattern 11", and when it is a "time-saving state", the opening pattern is determined to be "opening pattern 12". Figure 12(B) shows the contents of opening pattern 11 and opening pattern 12. In opening pattern 11, the electric tuner 22 is opened once for an opening time of 0.2 seconds. In opening pattern 12, the electric tuner 22 is opened three times for an opening time of 2.0 seconds each time, with an interval (opening interval) of 1.0 seconds. However, this electric slot 22 will close even if there is still time remaining if a predetermined number of game balls have entered it (specified number of entries, maximum 10 balls).
[0071] Figure 13 is a diagram illustrating the large prize opening pattern determination table T8. The large prize opening pattern determination table T8 is a table referenced by the game control microcomputer 81 in the main control processing (described later) to determine the opening patterns of the first large prize opening 30 and the second large prize opening 35 according to the special symbol stop data (Figure 9). Figure 13(A) shows that when the special symbol stop data is "11H", "12H", or "21H", the opening pattern of the first large prize opening 30 and the second large prize opening 35 is determined to be "opening pattern 21", when the special symbol stop data is "14H", "15H", or "22H", the opening pattern is determined to be "opening pattern 22", and when the special symbol stop data is "13H", the opening pattern is determined to be "opening pattern 23". Figure 13(B) shows the contents of opening patterns 21, 22, and 23. In opening pattern 21, the first major prize slot 30 is opened once for 29.5 seconds in rounds 1-13 and 15 (long opening), and the second major prize slot 35 is opened once for 29.5 seconds in rounds 14 and 16 (long opening). In opening pattern 22, the first major prize slot 30 is opened once for 29.5 seconds in rounds 1-13 (long opening), the second major prize slot 35 is opened once for 0.1 seconds in rounds 14 and 16 (short opening), and the first major prize slot 30 is opened once for 0.1 seconds in round 15 (short opening). In opening pattern 23, the first large prize slot 30 will be opened once for 29.5 seconds in rounds 1-13 and 15 (long opening), the second large prize slot 35 will be opened once for 0.1 seconds in round 14 (short opening), and the second large prize slot 35 will be opened once for 29.5 seconds in round 16 (long opening). However, the first large prize slot 30 and the second large prize slot 35 will be closed even if there is remaining opening time if a predetermined number of game balls have entered (specified number of entries, maximum 9).
[0072] Figure 14 is a diagram illustrating the V-opening / closing member opening pattern determination table T9. The V-opening / closing member opening pattern determination table T9 is a table referenced by the game control microcomputer 81 in the main control processing (described later) to determine the opening pattern of the V-opening / closing member 71 according to the special symbol stop data (Figure 9). Figure 14(A) shows that when the special symbol stop data is "11H", "12H", or "21H", the opening pattern of the V-opening / closing member 71 is determined to be "opening pattern 31", when the special symbol stop data is "13H", the opening pattern is determined to be "opening pattern 32", when the special symbol stop data is "14H", the opening pattern is determined to be "opening pattern 33", and when the special symbol stop data is "15H" or "22H", the opening pattern is determined to be "opening pattern 34". Figure 14(B) shows the contents of opening patterns 31, 32, 33, and 34. In opening pattern 31, in rounds 2, 4, 6, and 8, when the first prize is won in the first large prize slot 30, the V-shaped opening / closing member 71 is opened for a short time of 0.1 seconds. In rounds 10 and 12, when the first prize is won in the first large prize slot 30, the V-shaped opening / closing member 71 is opened for a short time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened for a long time of up to 31.5 seconds. In opening pattern 32, in rounds 2, 4, 6, and 12, when the first prize is won in the first large prize slot 30, the V-shaped opening / closing member 71 is opened for a short time of 0.1 seconds. In rounds 8 and 10, when the first prize is won in the first large prize slot 30, the V-shaped opening / closing member 71 is opened for a short time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened for a long time of up to 31.5 seconds. In opening pattern 33, in rounds 2 and 6, when the first prize is won in the first large prize slot 30, the V-shaped opening / closing member 71 is opened for a short time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened for a long time of up to 31.5 seconds. In rounds 4, 8, 10, and 12, when the first prize is won in the first large prize slot 30, the V-shaped opening / closing member 71 is opened for a short time of 0.1 seconds.In opening pattern 34, in rounds 2, 4, 6, 8, 10, and 12, when the first prize is awarded in the first prize winning opening 30, the V-shaped opening / closing member 71 is briefly opened for an opening time of 0.1 seconds.
[0073] 4. Explanation of jackpots, etc. In the game machine 1, there are "jackpots" and "misses" as results of the jackpot lottery (special symbol lottery). If it is a "jackpot," the "jackpot symbol" is displayed on the special symbol display 41. If it is a "miss," the "miss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed, which opens the big prize slots (first big prize slot 30 and second big prize slot 35) in an opening pattern corresponding to the type of special symbol (type of jackpot) that was displayed. The jackpot game is an example of a special game. The jackpot game includes multiple rounds of gameplay (unit opening games), an opening (OP) before the start of the first round of gameplay, and an ending (ED) after the end of the final round of gameplay. Each round of gameplay begins when the opening ends or when the previous round of gameplay ends, and ends when the next round of gameplay begins. The time (interval time) when the big prize slot is closed between rounds of play is included in the open round play before that closure.
[0074] There are several types of jackpots. The types of jackpots are shown in Figure 9. Here, there are two main types of jackpots: "V-passing jackpots" and "V-non-passing jackpots." A "V-passing jackpot" is a jackpot in which the opening / closing members 32, 37, and V-opening / closing member 71 are activated in an opening pattern (V-passing planned opening pattern) that allows the game ball to pass through the V-area 39 during the jackpot game. Here, jackpots with special symbol stop data of 11H~14H and 21H are "V-passing jackpots (probability-changing jackpots)." When the combination of the opening patterns of the opening / closing members 32 and 37 shown in Figure 13 and the opening pattern of the V-opening / closing member 71 shown in Figure 14 is (opening pattern 21:opening pattern 31), (opening pattern 22:opening pattern 33), or (opening pattern 23:opening pattern 32), the game ball can pass through the V-area 39 during the jackpot game. A "V-non-passing jackpot (normal jackpot)" is a jackpot in which the opening / closing members 32, 37, and 71 are activated in an opening pattern (V-non-passing opening pattern) that makes it impossible for the game ball to pass through the V-area 39 during the jackpot game. Here, jackpots with special symbol stop data of 15H and 22H correspond to "V-non-passing jackpots". When the combination of the opening patterns of the opening / closing members 32 and 37 shown in Figure 13 and the opening pattern of the V-opening member 71 shown in Figure 14 is (opening pattern 22:opening pattern 34), it becomes impossible for the game ball to pass through the V-area 39 during the jackpot game. As described above, the opening pattern 22 of the opening / closing members 32 and 37 serves as both the V-passing opening pattern and the V-non-passing opening pattern.
[0075] The "V-passing scheduled jackpot" includes the "16RV-passing scheduled jackpot," the "16R (effectively 13R) V-passing scheduled jackpot," and the "16R (effectively 15R) V-passing scheduled jackpot." The "16RV-passing scheduled jackpot" has an effective total of 16 rounds. For rounds 1 through 13 and 15, the first large prize opening 30 is open for a maximum of 29.5 seconds per round. For rounds 14 and 16, the second large prize opening 35 is open for a maximum of 29.5 seconds per round (Figure 13: Opening pattern 21). In rounds 10 and 12, the V-opening / closing member 71 is opened for a long time (Figure 14: Opening pattern 31), making it easy to pass through the V-area 39 within the first large prize opening 30.
[0076] The "16R (effectively 13R) V-passing scheduled jackpot" has a total of 16 rounds, but the effective total number of rounds is 13. In other words, from rounds 1 to 13, the first large prize slot 30 is open for a maximum of 29.5 seconds per round, but in round 15, the first large prize slot 30 is only open for 0.1 seconds per round, and in rounds 14 and 16, the second large prize slot 35 is also only open for 0.1 seconds per round (Figure 13: Opening Pattern 22). Therefore, in this "16R (effectively 13R) V-passing scheduled jackpot," from rounds 14 to 16, the opening time of the large prize slots is extremely short, making these rounds unlikely to award any prize balls. In short, the "16R (effectively 13R) V-passing scheduled jackpot" is effectively a 13-round jackpot. In rounds 2R and 6R, the V-shaped opening / closing member 71 is opened fully (Figure 14: Opening pattern 33), allowing easy passage into the V-shaped area 39 within the first large prize-winning opening 30.
[0077] The "16R (effectively 15R) V-passing scheduled jackpot" has a total of 16 rounds, but the effective total number of rounds is 15. In other words, from rounds 1 to 13 and round 15, the first large prize slot 30 is open for a maximum of 29.5 seconds per round, and in round 16, the second large prize slot 35 is open for a maximum of 29.5 seconds per round, but in round 14, the second large prize slot 35 is only open for 0.1 seconds per round (Figure 13: Opening Pattern 23). Therefore, in this "16R (effectively 15R) V-passing scheduled jackpot," round 14 has an extremely short opening time for the large prize slots, making it a round where no prize balls can be expected. In short, the "16R (effectively 15R) V-passing scheduled jackpot" is effectively a 15-round jackpot. In rounds 8R and 10R, the V-shaped opening / closing member 71 is opened fully (Figure 14: Opening pattern 32), allowing easy passage into the V-shaped area 39 within the first large prize-winning opening 30.
[0078] The "V-Non-Passing Jackpot" is a "16R (effectively 13R) V-Non-Passing Jackpot" with opening pattern 22, where the total number of rounds is 16R, but the effective total number of rounds is 13. In other words, from rounds 1 to 13, the first large prize slot 30 is open for a maximum of 29.5 seconds per round, but in round 15, the first large prize slot 30 is only open for 0.1 seconds per round, and in rounds 14 and 16, the second large prize slot 35 is also only open for 0.1 seconds per round (Figure 13: Opening Pattern 22). Therefore, in this "16R (effectively 13R) V-Non-Passing Jackpot," from rounds 14 to 16, the opening time of the large prize slots is extremely short, making these rounds unlikely to award any prize balls. In short, the "16R (effectively 13R) V-Non-Passing Jackpot" is effectively a 13-round jackpot. In rounds 2R, 4R, 6R, 8R, 10R, and 12R, the V-opening member 71 is opened, but the opening is short (Figure 14: Opening pattern 34), making it virtually impossible for the game ball to pass through the V-region 39 within the first large prize opening 30.
[0079] As is clear from the above explanation, the "16R (effectively 13R) V-non-passing jackpot" and the "16R (effectively 13R) V-passing jackpot" have the same opening pattern (opening pattern 22) for the first large prize slot 30 and the second large prize slot 35 (opening / closing members 32 and 37), with only the opening pattern of the V-opening / closing member 71 being different (opening pattern 34 and opening pattern 33). As will be described later, the "16R (effectively 13R) V-non-passing jackpot" and the "16R (effectively 13R) V-passing jackpot" are set up so that a time-saving game (100 times in this example) is played after the jackpot game ends. In other words, in the "16R (effectively 13R) V-non-passing jackpot," it is almost impossible for the game ball to pass through the V-area 39 in the first large prize slot 30, and the game state after the jackpot becomes a low-probability time-saving state (low-probability high-base state). On the other hand, in the case of a "16R (effectively 13R) V-passing scheduled jackpot," the game ball can easily pass through the V-area 39 within the first large prize entry point 30, and the game state after this jackpot becomes a high-probability time-saving state (high-probability high-base state). As a result, it becomes difficult for players to distinguish between a "16R (effectively 13R) V-non-passing scheduled jackpot" and a "16R (effectively 13R) V-passing scheduled jackpot," and it becomes difficult to determine whether the game state after this jackpot will be a low-probability time-saving state (low-probability high-base state) or a high-probability time-saving state (high-probability high-base state). Furthermore, after the time-saving game ends, the game state for a "16R (effectively 13R) V-non-passing scheduled jackpot" becomes a low-probability low-base state (normal state), while the game state for a "16R (effectively 13R) V-passing scheduled jackpot" appears to be a normal high-probability low-base state. In other words, in a "16R (effectively 13R) V-passing planned jackpot," if the game ball passes through the V-area 39 within the first large prize entry point 30, when the time-saving state after the jackpot game ends, the game state becomes a latent state (latent probability variation state) where the probability is high despite being in a high probability low base state, and this latent probability variation state is difficult for the player to detect.In other words, the low probability time-saving state (low probability high base state) after a jackpot game for "16R (effectively 13R) V-passing jackpot", the high probability time-saving state (high probability high base state) after a jackpot game for "16R (effectively 13R) V-passing jackpot", the low probability low base state after the time-saving period ends for "16R (effectively 13R) V-passing jackpot", and the high probability low base state after the time-saving period ends for "16R (effectively 13R) V-passing jackpot" are performed in a manner that makes it difficult for the player to distinguish between them.
[0080] Furthermore, as shown in Figure 9, the distribution rate of jackpots in the lottery for the first special symbol (Special Symbol 1) is 68 / 128 (approximately 53%) for jackpots expected to pass through V and 60 / 128 (approximately 47%) for jackpots not expected to pass through V. In contrast, the distribution rate of jackpots in the lottery for the second special symbol (Special Symbol 2) is 83 / 128 (approximately 64.8%) for jackpots expected to pass through V and 45 / 128 (approximately 35.2%) for jackpots not expected to pass through V. Thus, in the game machine 1, the jackpot lottery conducted when a game ball enters the second start opening 21 (the lottery for the second special symbol) is set to be more advantageous for the player than the jackpot lottery conducted when a game ball enters the first start opening 20 (the lottery for the first special symbol).
[0081] 5. Explanation of game status The game states of the gaming machine 1 will now be explained. The game control microcomputer 81 can perform "probability variation control" and "variation time reduction control" for the special symbols displayed on the special symbol display unit 41 and the normal symbols displayed on the normal symbol display unit 42, respectively. Here, the state in which the game control microcomputer 81 is performing probability variation control for the special symbols on the special symbol display unit 41 is called the "high probability state (high probability state, probability variation state, probability change state)," and the state in which probability variation control is not performed is simply called the "normal probability state (non-high probability state, low probability state, normal state)." The game control microcomputer 81 achieves the high probability state by performing a jackpot determination using a jackpot determination table (Figure 8(A)) in which the number of jackpot random values that are determined to be jackpots is greater in the high probability state than in the normal probability state, as a probability variation control for the special symbols. Therefore, the probability of a jackpot is higher in the high probability state than in the normal probability state. In other words, when the game control microcomputer 81 is performing probability variation control on the special symbols of the special symbol display unit 41, the probability that the variable display result (stopped symbol) of the special symbols on the special symbol display unit 41 will be a jackpot symbol is higher compared to when probability variation control is not being performed.
[0082] Furthermore, the state in which the game control microcomputer 81 controls the special symbols of the special symbol display unit 41 to shorten the variation time is called the "time-shortened state," and the state in which the variation time shortening control is not performed is simply called the "non-time-shortened state." In the time-shortened state, the variation time of the special symbols (the time from the start of variation display to the time until the display result is derived and displayed) is shorter than in the non-time-shortened state. In the time-shortened state, the game control microcomputer 81 performs variation pattern determination using a variation pattern determination table T6 (Figures 10 and 11), which is set so that a variation pattern with a shorter variation time is selected more often than in the non-time-shortened state. In other words, when the game control microcomputer 81 is performing variation time shortening control on the special symbols of the special symbol display unit 41, a shorter variation time is more likely to be selected as the variation time of the variable display of the special symbols compared to when the variation time shortening control is not performed. As a result, in the time-shortened state, the pace of consumption of special symbol reserves is faster, and effective entries into the starting gate (entries that can be stored as special symbol reserves) are more likely to occur. This allows players to aim for a jackpot while the game progresses smoothly. The game control microcomputer 81 may simultaneously execute probability variation control and variation time reduction control for the special symbols on the special symbol display unit 41, or it may execute only one of them.
[0083] The game control microcomputer 81 performs probability variation control and variation time reduction control for the regular symbols of the regular symbol display unit 42 in synchronization with the variation time reduction control for the special symbols of the special symbol display unit 41. In other words, the game control microcomputer 81 performs probability variation control and variation time reduction control for the regular symbols when the time reduction state is active, but does not perform them when the time reduction state is not active. As probability variation control for the regular symbols, the game control microcomputer 81 performs a win determination (determination of the regular symbols) using the regular symbol win determination table T3 (Figure 8(C)), in which the number of regular symbol random values (winning random values) that are determined to be wins is greater in the time reduction state than in the non-time reduction state. Therefore, in the time reduction state, the probability of winning is higher than in the normal probability state of the regular symbols. In other words, when the microcomputer 81 for game control is performing probability variation control on the regular symbols of the regular symbol display unit 42, the probability that the display result (stopped symbol) of the variable display of the regular symbols by the regular symbol display unit 42 will be a winning symbol is higher compared to when probability variation control is not being performed. In the time-saving state, the variation time of the regular symbols is shorter than in the non-time-saving state. Here, the variation time of the regular symbols is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (Figure 8(D)). Furthermore, in the time-saving state, the opening time of the electric tuner 22 in auxiliary gameplay is longer than in the non-time-saving state (Figure 12). That is, the microcomputer 81 for game control is performing opening time extension control on the electric tuner 22. In addition, in the time-saving state, the number of times the electric tuner 22 opens in auxiliary gameplay is greater than in the non-time-saving state (Figure 12). That is, the microcomputer 81 for game control is performing opening count increase control on the electric tuner 22. When the game control microcomputer 81 is executing probability variation control and variation time reduction control for the regular symbols on the regular symbol display unit 42, and control for extending the opening time and increasing the number of openings for the electric chute 22, the electric chute 22 will open more frequently and game balls will enter the second start opening 21 more frequently compared to when these controls are not being executed. As a result, the base rate, which is the ratio of the number of prize balls to the number of balls launched, will increase. Therefore, the state in which these controls are being executed is called the "high base state," and the state in which they are not being executed is called the "low base state." In the high base state, it is possible to aim for a jackpot without significantly reducing the number of game balls held.The high base state refers to the state in which so-called electric support control (control that supports entry into the second starting opening 21 by the electric tuner 22) is being executed. The high base state (electric support control state) does not have to execute all of the above controls. That is, it is sufficient if the electric tuner 22 is opened more easily than when the control is not executed by executing one or more of the following controls: probability variation control for the normal symbols of the normal symbol display 42, reduction of variation time for the normal symbols of the normal symbol display 42, extension of opening time for the electric tuner 22, and increase in the number of openings for the electric tuner 22. Furthermore, the high base state (electric support control state) may be controlled independently and not associated with the time reduction state.
[0084] In Gaming Machine 1, the game state after a jackpot win resulting from a V-passing scheduled jackpot is a high-probability state, a time-saving state, and a high-base state if the V-area 39 was passed during that jackpot game. This game state is specifically called the "high-probability high-base state" or the "high-probability time-saving state". Specifically, the jackpots that result in a high-probability high-base state after a jackpot game are the "16RV passing scheduled jackpot", "16R (effectively 15R) V passing scheduled jackpot", and "16R (effectively 13R) V passing scheduled jackpot" among the jackpot types shown in Figure 9. For the "16RV passing scheduled jackpot" and the "16R (effectively 15R) V passing scheduled jackpot", the high-probability high-base state ends after the jackpot game when the next jackpot (next jackpot) is won and that jackpot game is executed. In the case of a "16R (effectively 13R) V-passing scheduled jackpot," the high probability, high base state ends after the jackpot game when the variable display of special symbols is performed a predetermined number of times (100 times in this case) and the game enters a high probability, low base state (latent probability variation state), or when the next jackpot (next jackpot) is won and that jackpot game is executed. Furthermore, the game state after a jackpot game resulting from winning a V-passing scheduled jackpot is the normal probability state (not a high probability state, i.e., a low probability state), time-saving state, and high base state, provided that the V-area 39 has not been passed during that jackpot game (which is almost never the case). This game state is specifically called the "low probability, high base state" or "low probability, time-saving state." Specifically, the jackpot that results in a low probability, high base state after the jackpot game is the "16R (effectively 13R) V-passing scheduled jackpot" among the jackpot types shown in Figure 9. In this jackpot, the low probability high base state ends after the jackpot game, either by performing a predetermined number of variable special symbol displays (100 times in this case), or by winning the next jackpot (next jackpot) and performing that jackpot game. When playing game machine 1 for the first time, the game state after power-on is the normal probability state, non-time-saving state, and low base state (non-electric support control state). This game state is specifically called the "low probability low base state." The low probability low base state is also sometimes called the "normal game state" or the "low probability non-time-saving state (also simply called the non-time-saving state)."Furthermore, the state during which a special game (jackpot game) is being played is sometimes referred to as the "special game state (jackpot game state)." In addition, a state in which at least one of the high probability state and high base state is controlled is sometimes referred to as the "specific game state."
[0085] In high-base states, such as high-probability high-base states and low-probability high-base states, it is advantageous to play by shooting to the right to guide the game ball into the right game area 3B (Figure 1). This is because, due to the electric support control, the electric tuner 22 is more likely to open compared to low-base states, making it easier to enter the second start opening 21 than to enter the first start opening 20. Therefore, in high-base states, players should shoot to the right to guide the game ball through gate 28, which is the trigger for the normal symbol lottery, while also aiming to get the game ball into the second start opening 21. This allows for more start entries (entries into start openings) than shooting to the left. Note that in game machine 1, players should also shoot to the right during jackpot play. On the other hand, in low-base states, it is advantageous to play by shooting to the left to guide the game ball into the left game area 3A (Figure 1). Because the electric support control is not in operation, the electric tuner 22 is less likely to open compared to the high base state, making it easier to enter the first start opening 20 than to enter the second start opening 21. For this reason, in the low base state, players should shoot left to try and get the game balls into the first start opening 20. This allows for more start entries than shooting right.
[0086] 6. Operation of the microcontroller 81 for game control The operation of the game control microcontroller 81 provided on the main control board 80 (Figure 3) will be explained based on Figures 15 to 34. The counters, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcontroller 81 are provided in the main RAM 84. The game control microcontroller 81 corresponds to the win / fail determination means (Figure 23) and the win / fail pre-determination means (Figures 18 and 19).
[0087] [Main control processing] Figure 15 is a flowchart of the main control processing. When the power to the game machine 1 is turned on, the game control microcomputer 81 reads a program from the main ROM 83 to execute the main control processing. In the main control processing, the game control microcomputer 81 first performs initial settings (step S001). Initial settings include, for example, setting the main CPU 82, resetting various flags, status and counters. The initial value of the flags is "1" (ON) for the ceiling flag, and "0" (OFF) for all other flags. The initial value of the status is "1". The initial value of the counters is "500" for the ceiling counter, and "0" for all other counters. Note that the initial settings are executed only once after power is turned on and are not executed thereafter.
[0088] After the initial setup, the microcontroller 81 for game control performs a power-on process (step S006). During the power-on process, it determines whether to perform a RAM clear or a power-off recovery, and performs the corresponding processing. Details will be described later in the section on the power-on process.
[0089] After the power-on process, the game control microcontroller 81 disables interrupt processing (step S002) and performs the normal symbol / special symbol main random number update process (step S003). In this normal symbol / special symbol main random number update process, the game control microcontroller 81 updates the various random number counter values shown in Figure 7(A) (jackpot random value, jackpot type random value, reach random value, variation pattern random value, normal symbol random value) by adding 1. When each random number counter value reaches the set upper limit, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. In addition, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0090] After the normal and special symbol main random number update process, the game control microcontroller 81 enables interrupt processing (step S004). While interrupts are enabled, the main-side timer interrupt processing (step S005) can be executed. The main-side timer interrupt processing is executed based on interrupt pulses repeatedly input to the main CPU 82 at a predetermined period (for example, a 4 msec period). That is, the main-side timer interrupt processing is executed at predetermined periods (for example, a 4 msec period). Then, between the end of the main-side timer interrupt processing and the start of the next main-side timer interrupt processing, the update processing of various counter values by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input to the main CPU 82 while interrupts are disabled, the main-side timer interrupt processing will not start immediately, but will start after interrupts are enabled.
[0091] [Main timer interrupt handling] Figure 16 is a flowchart of the main timer interrupt processing (Figure 15: step S005). In the main timer interrupt processing, the game control microcontroller 81 first performs random number update processing (step S101). Specifically, the game control microcontroller 81 updates the various random number counter values shown in Figure 7(A). This random number update processing is the same as the main random number update processing for normal and special symbols performed in the main control processing (Figure 15) described above. That is, the updating of various random number counter values is performed both during the execution period of the main timer interrupt processing and during other periods (the period from the end of the main timer interrupt processing until the start of the next main timer interrupt processing).
[0092] After the random number update process, the game control microcontroller 81 performs input processing (step S102). In the input processing, the game control microcontroller 81 reads the detection signals detected by the various sensors attached to the game machine 1 and sets the payout data for dispensing prize balls according to the type of prize pocket into the output buffer of the main RAM 84. The various sensors include, for example, the first start pocket sensor 20a, the second start pocket sensor 21a, the first large prize pocket sensor 30a, the second large prize pocket sensor 35a, the regular prize pocket sensor 27a, and the regular prize pocket sensor 29a (Figure 3).
[0093] After input processing, the game control microcontroller 81 sequentially executes the following: start-out sensor detection processing (step S103), normal operation processing (step S104), special operation processing (step S105), V-area sensor detection processing (step S106), and reserved ball count processing (step S107). Details of these processes will be described later. After the reserved ball count processing, the game control microcontroller 81 performs output processing (step S108). In the output processing, the game control microcontroller 81 outputs the commands etc. set in the command set area 84a of the main RAM 84 in each of the above processes to the sub-control board 90. After the output processing, the game control microcontroller 81 performs other processing (step S109). In other processes, for example, the second special feature ball retention indicator 43b is controlled to display the number based on the number of balls held in special feature 2, as described later, and the first special feature ball retention indicator 43a is controlled to display the number based on the number of balls held in special feature 1.
[0094] After other processing, the game control microcontroller 81 performs error monitoring (step S110). Details will be described later in the section on error monitoring. After the error monitoring, the game control microcontroller 81 performs power outage monitoring (step S111). Details will be described later in the section on power outage monitoring.
[0095] [Start gate sensor detection process] Figure 17 is a flowchart of the start-gate sensor detection process (Figure 16: step S103). The game control microcomputer 81 first determines whether or not a game ball has passed through gate 28 (step S201). This determination is made based on whether or not a game ball has been detected by the gate sensor 28a. If no game ball has passed through gate 28 (step S201: NO), the process skips to step S205. If a game ball has passed through gate 28 (step S201: YES), the game control microcomputer 81 determines whether or not the number of normal symbol reserved balls is "4 (upper limit)" (step S202). The number of normal symbol reserved balls is the number of normal symbol reserved balls, and more specifically, it is the value of the counter in the main RAM 84 that counts the number of normal symbol reserved balls. If the number of normal symbol reserved balls is "4" (step S202: YES), the process skips to step S205. If the number of reserved balls with normal symbols is "3" or less (Step S202: NO), "1" is added to the number of reserved balls with normal symbols (Step S203), and then the process of acquiring a random number for normal symbols is performed (Step S204). Here, the microcomputer 81 for game control acquires the value of the random number counter for normal symbols (Figure 7: value of label-TRND-H), and stores the acquired random number in the first to fourth memory areas of the normal symbol reserved ball storage area 86 of the main RAM 84, in the memory area corresponding to the current number of reserved balls with normal symbols.
[0096] In step S205, the game control microcomputer 81 determines whether or not a game ball has entered the second start opening 21. This determination is made based on whether or not a game ball has been detected by the second start opening sensor 21a. If no game ball has entered the second start opening 21 (step S205: NO), the process skips to step S210. If a game ball has entered (step S205: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for special symbol 2 is "4 (upper limit)" (step S206). The number of reserved balls for special symbol 2 is the number of reserved balls for special symbol 2, and more specifically, it is the value of the counter in the main RAM 84 that counts the number of reserved balls for special symbol 2. If the number of reserved balls for special symbol 2 is "4" (step S206: YES), the process skips to step S210. If the number of reserved balls in Special Feature 2 is "3" or less (Step S206: NO), "1" is added to the number of reserved balls in Special Feature 2 (Step S207), and then the process of acquiring random numbers related to Special Feature 2 is performed (Step S208). Here, the value of the jackpot random number counter (Figure 7: value of label-TRND-A), the value of the jackpot type random number counter (Figure 7: value of label-TRND-AS), the value of the reach random number counter (Figure 7: value of label-TRND-RC), and the value of the variation pattern random number counter (Figure 7: value of label-TRND-T1) are acquired. The game control microcomputer 81 stores the acquired random number set in the memory area corresponding to the current number of reserved balls in Special Feature 2 among the 1st to 4th memory areas of the 2nd Special Feature Reserved Ball Storage Area 85b. The game control microcomputer 81 temporarily stores (holds) the acquired random number set in a buffer different from the second special symbol hold memory area 85b (pre-determination buffer) for the special symbol 2 pre-determination processing (Figure 18) described later. After the special symbol 2 related random number acquisition processing, the game control microcomputer 81 performs the special symbol 2 pre-determination processing (step S209). Details of the special symbol 2 pre-determination processing will be described later.
[0097] In step S210, the game control microcomputer 81 determines whether or not a game ball has entered the first start opening 20. This determination is made based on whether or not a game ball has been detected by the first start opening sensor 20a. If no game ball has entered the first start opening 20 (step S210: NO), this process ends. If a game ball has entered the first start opening 20 (step S210: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for Special Feature 1 is "4 (upper limit)" (step S211). The number of reserved balls for Special Feature 1 is the number of reserved balls for Special Feature 1, and more specifically, it is the value of the counter in the main RAM 84 that counts the number of reserved balls for Special Feature 1. If the number of reserved balls for Special Feature 1 is "4" (step S211: YES), this process ends. If the number of reserved balls in Special Feature 1 is "3" or less (Step S211: NO), "1" is added to the number of reserved balls in Special Feature 1 (Step S212), and then the process of acquiring random numbers related to Special Feature 1 is performed (Step S213). Here, similar to the process of acquiring random numbers related to Special Feature 2 described above (Step S208), the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter are acquired. The game control microcomputer 81 stores the acquired random number set in the memory area corresponding to the current number of reserved balls in Special Feature 1 among the 1st to 4th memory areas of the 1st Special Feature Reserved Storage Area 85a. The game control microcomputer 81 also temporarily stores (holds) the acquired random number set in a buffer different from the 1st Special Feature Reserved Storage Area 85a (pre-determination buffer) for the Special Feature 1 pre-determination process described later (Figure 19). After the process of acquiring random numbers related to Special Feature 1, the microcontroller 81 for game control performs a pre-determination process for Special Feature 1 (step S214). Details of the pre-determination process for Special Feature 1 will be described later.
[0098] [Special Figure 2 Pre-determination Processing] Figure 18 is a flowchart of the special feature 2 pre-determination process (Figure 17: step S209). The game control microcomputer 81 first determines whether the probability variation flag is ON or OFF (step S301). If the probability variation flag is OFF (step S301: NO), this process ends. In other words, if the probability variation flag is OFF, no pre-determination is performed. On the other hand, if the probability variation flag is ON, the game control microcomputer 81 performs a pre-determination of a jackpot by referring to the high probability state table in the jackpot determination table T1 (Figure 8) (step S302). Specifically, the game control microcomputer 81 first obtains a jackpot random number value as a determination value temporarily stored in the pre-determination buffer by the special feature 2 related random number acquisition process (Figure 17: step S208). Next, the game control microcomputer 81 performs a pre-determination of whether or not it is a jackpot using the referenced jackpot determination table T1 (Figure 8) and the jackpot random number value. In this case, since the game is in a high-probability state (the probability change flag is ON), the microcontroller 81 for game control refers to the high-probability state table (where the jackpot determination value is "0" to "649") within the jackpot determination table T1 to pre-determine whether or not it is a jackpot. That is, if the jackpot random value is between "0" and "649", it is pre-determined as a "jackpot", and if it is any other value, it is pre-determined as a "miss". In this embodiment, the pre-determinion is performed using the jackpot determination table T1 which is used in the jackpot determination process described later (Figure 23), but in other embodiments, the pre-determinion may be performed using a jackpot determination table different from the jackpot determination table T1.
[0099] If the result of the pre-determination of a jackpot is "miss" (step S304: NO), the process is skipped to step S306. On the other hand, if the result of the pre-determination of a jackpot is "jackpot" (step S304: YES), the game control microcomputer 81 performs a pre-determination of the jackpot type (step S305). In the pre-determination of the jackpot type, the game control microcomputer 81 first obtains a random number value for the jackpot type as a judgment value temporarily stored in the pre-determination buffer by the special figure 2 related random number acquisition process (Figure 17: step S208). Next, the game control microcomputer 81 performs a pre-determination of the jackpot type based on the obtained random number value for the jackpot type and the jackpot type determination table T5 (Figure 9). Here, regardless of whether the random number value for the jackpot type is "0" to "127", it is pre-determined as a "jackpot scheduled to pass 16RV". In this embodiment, the pre-determination is performed using the jackpot type determination table T5, which is used in the jackpot determination process described later (Figure 23). However, in other embodiments, the pre-determination may be performed using a jackpot type determination table different from the jackpot type determination table T5.
[0100] In step S306, the game control microcomputer 81 performs a pre-determination of the variation pattern. Specifically, the game control microcomputer 81 first obtains the variation pattern random value and the reach random value as judgment values, which are temporarily stored in the pre-determination buffer, by the special figure 2 related random number acquisition process (Figure 17: step S208). Next, since the time-saving state is active (time-saving flag is ON), the game control microcomputer 81 refers to the time-saving state variation pattern judgment table T6 (Figure 11) and identifies the variation pattern from the jackpot pre-determination result in step S304, the reach presence / absence pre-determination result obtained from the reach random value, and the variation pattern random value. Note that in the variation pattern judgment table T6 in Figure 11, the variation pattern selected may differ depending on the number of reserved balls. Here, it is assumed that all variation patterns that may be selected depending on the number of reserved balls are selected. For example, if a pre-determination of a jackpot and a pre-determination of whether or not there is a reach is pre-determined, and the random value of the variation pattern is "60", the game control microcomputer 81 selects two variation patterns: "P64", which is selected if the number of reserved balls is "1 to 2", and "P68", which is selected if the number of reserved balls is "3 to 4". In this embodiment, the pre-determination is performed using the variation pattern determination table T6, which is used in the variation pattern selection process described later (Figures 24 and 25). However, in other embodiments, the pre-determination may be performed using a variation pattern determination table different from the variation pattern determination table T6.
[0101] In step S307, the game control microcontroller 81 creates a pre-determination command. The pre-determination command includes the jackpot pre-determination result, (if a win occurs, the jackpot type pre-determination result), and the variation pattern pre-determination result. The game control microcontroller 81 sets the created pre-determination command in the command set area 84a of the main RAM 84 (step S308), and then completes this process.
[0102] [Special Figure 1 Pre-determination Processing] Figure 19 is a flowchart of the special feature 1 pre-determination process (Figure 17: step S214). The game control microcomputer 81 first determines whether the probability variation flag is ON or OFF (step S401). Contrary to the special feature 2 pre-determination process described above, if the probability variation flag is ON (step S401: YES), this process ends. In other words, if the probability variation flag is ON, no pre-determination is performed. On the other hand, if the probability variation flag is OFF (step S401: NO), the game control microcomputer 81 performs a jackpot pre-determination by referring to the table for the normal probability state in the jackpot determination table T1 (Figure 8) (step S402). Specifically, the game control microcomputer 81 first obtains a jackpot random number value as a determination value temporarily stored in the pre-determination buffer by the special feature 1 related random number acquisition process (Figure 17: step S213). Next, since the game is in a normal probability state (probability change flag is OFF), the game control microcomputer 81 pre-determines whether or not it is a jackpot based on the table for the normal probability state (jackpot determination value is "0" to "164") within the jackpot determination table T1. That is, it pre-determines "jackpot" when the jackpot random value is between "0" and "164", and pre-determines "miss" for any other value. Note that a different jackpot determination table for pre-determining may be used for the jackpot pre-determination, distinct from the jackpot determination table T1. The processing in steps S404 to S408 is the same as steps S304 to S308 of the special figure 2 pre-determination processing (Figure 18) described above, so the explanation is omitted.
[0103] [Normal operation processing] Figure 20 is a flowchart of the normal operation process (Figure 16: step S104). The game control microcomputer 81 first determines whether the electric chute 22 is in operation or not (step S501). If the electric chute 22 is in operation (step S501: YES), the process proceeds to step S520. If the electric chute 22 is not in operation (step S501: NO), the game control microcomputer 81 determines whether the normal symbols are changing or not (step S502). If the normal symbols are changing (step S502: YES), the process skips to step S508. If the normal symbols are not changing (step S502: NO), the game control microcomputer 81 determines whether the number of reserved balls for the normal symbols is "0" or not (step S503). If the number of reserved balls is "0" (step S503: YES), this process ends. If there is 1 or more reserved balls (step S503: NO), the number of reserved balls for regular symbols is decremented by 1 (step S504). Therefore, if a game ball passes through gate 28 while the number of reserved balls for regular symbols is "0", in step S203 of the start-up sensor detection process (Figure 17), the number of reserved balls for regular symbols will temporarily become "1", and then in step S504, the reserved balls will be consumed and the number of reserved balls for regular symbols will immediately become "0". The same applies to the number of reserved balls for special symbols. That is, in steps S207 and S212 of the start-up sensor detection process (Figure 17), the number of reserved balls for special symbols will temporarily become "1", and then in steps S1404 and S1410 of the special symbol waiting process (Figure 22) described later, the reserved balls will be consumed and the number of reserved balls for special symbols will become "0". Next, the game control microcomputer 81 performs a win determination by referring to the normal symbol win determination table T3 (Figure 8(C)) (step S505). Specifically, the game control microcomputer 81 first reads the normal symbol random value (win random value) as a determination value stored in the first memory area of the normal symbol hold memory area 86 (corresponding to the first normal symbol hold). Then, it determines whether or not it is a win using the normal symbol random value, the game state (whether or not it is in a time-saving state), and the normal symbol win determination table T3.For example, in a non-shortened time state, if the random value of the normal symbols is between "0" and "2", it is determined to be a "win", and if the random value of the normal symbols is anything else, it is determined to be a "loss" (see Figure 8(C)).
[0104] Next, the microcomputer 81 for game control selects a variation pattern by referring to the normal symbol variation pattern determination table T4 (Figure 8(D)) (step S506). Specifically, the microcomputer 81 for game control first determines the game state (whether or not it is in a time-saving state), and uses the result of the game state determination and the normal symbol variation pattern determination table T4 to select the variation time of the normal symbols as the normal symbol variation pattern. Here, when it is not in a time-saving state, the variation time of the normal symbols is determined to be "30 seconds", and when it is in a time-saving state, the variation time of the normal symbols is determined to be "1 second" (see Figure 8(D)). The microcomputer 81 for game control starts displaying the variation of the normal symbols by setting the selected normal symbol variation pattern (step S507).
[0105] In step S508, the game control microcomputer 81 determines whether the normal symbol variation time has elapsed and ended. The normal symbol variation time is the variation time selected in step S506 (see Figure 8(D)). If the variation time has not ended (step S508: NO), the game control microcomputer 81 ends this process. That is, the display of the normal symbol variation continues. On the other hand, if the variation time has ended (step S508: YES), the game control microcomputer 81 stops the variation display (step S509), and if the above-mentioned hit determination (step S505) is a "miss" (step S510: NO), this process ends. On the other hand, if the above-mentioned hit determination is a "hit" (step S510: YES), the game control microcomputer 81 sets the electric tuner opening pattern (step S511). The opening pattern of the electric tuner 22 is selected by referring to the electric tuner opening pattern determination table T7 (Figure 12(A)). Specifically, the game control microcomputer 81 determines the game state (whether or not it is in a time-saving state) and selects the opening pattern of the electric tuner 22 using the result of the game state determination and the electric tuner opening pattern determination table T7. Here, when it is not in a time-saving state, "opening pattern 11" is selected, and when it is in a time-saving state, "opening pattern 12" is selected. After selecting the opening pattern, the game control microcomputer 81 starts the operation of the electric tuner according to the selected opening pattern (step S512), and finishes this process.
[0106] In step S501 described above, if the electric chute 22 is operating (step S501: YES), the game control microcomputer 81 determines whether the closing condition for the electric chute 22 has been met (step S520). The closing condition here is that either the number of balls entering the electric chute 22 has reached the specified maximum number of balls (for example, 6), or the operating time of the electric chute 22 has elapsed and it is time to close the electric chute 22. The operating time of the electric chute 22 is the operating time corresponding to the opening pattern selected in step S511. If the closing condition for the electric chute 22 has not been met (step S520: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition for the electric chute 22 has been met (step S520: YES), the game control microcomputer 81 closes (blocks) the electric chute 22 and stops its operation (step S521), and ends this process.
[0107] [Special Action Processing] Figure 21 is a flowchart of the special operation processing (Figure 16: step S105). Here, the processing related to the special symbol display 41 and the big prize devices (first big prize device 31 and second big prize device 36) is divided into four stages, and each stage is called "Special Operation Status" "1", "2", "3", and "4". When the "Special Operation Status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby processing (step S1302). In special symbol standby processing, big win determination and variation pattern selection are performed. When the "Special Operation Status" is "2" (step S1301: NO, step S1303: YES), special symbol variation processing is performed (step S1304). In special symbol variation processing, after the variation time has elapsed, the output of the variation stop command is performed. When the "Special Operation Status" is "3" (Steps S1301, S1303: NO, Step S1305: YES), the special symbol confirmation process is performed (Step S1306). During the special symbol confirmation process, the output of the opening command and other actions are performed when a jackpot is hit. When the "Special Operation Status" is "4" (Steps S1301, S1303, S1305: NO), the special electric mechanism process is performed (Step S1308). During the special electric mechanism process, the jackpot game is executed. Details of each of the above processes will be described later. Note that the special operation status is "1" by default.
[0108] [Special symbol waiting process] Figure 22 is a flowchart of the special symbol waiting process (Figure 21: step S1302). In the special symbol waiting process, the game control microcomputer 81 first determines whether the number of reserved balls in special symbol 2 is "0" (step S1401). If the number of reserved balls in special symbol 2 is "0" (step S1401: YES), that is, if there is no memory in the second special symbol reserve memory area 85b of the group of random values obtained due to entry into the second start opening 21, the process proceeds to step S1407. If the number of reserved balls in special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the jackpot determination process (step S1402) and the variation pattern selection process (step S1403). Details of these processes will be described later. After the variation pattern selection process, the number of reserved balls in special symbol 2 is decremented by 1 (step S1404). Next, the game control microcomputer 81 shifts the storage location of the hold information (various random values) stored in the first to fourth storage areas of the second special symbol hold memory area 85b by one position from its current position toward the side from which it is read, and clears the hold information stored in the second special symbol hold memory area 85b that is furthest from the side from which it is read (step S1405). For example, if hold information is stored in the first to third storage areas, the hold information stored in the third storage area is cleared, and if hold information is stored in the first to fourth storage areas, the hold information stored in the fourth storage area is cleared. Through the above steps, the second special symbol holds are consumed in the order in which they were held. In this case, on the display screen 7a of the image display device 7, the hold image 9B corresponding to the first storage area of the second special symbol hold memory area 85b (the leftmost hold image 9B of the four hold images 9B) is shifted toward the hold consumption image display area and displayed as the hold consumption image 9C. Furthermore, the reserved images 9B corresponding to the second to fourth memory areas of the second special symbol reserved memory area 85b (the second, third, and fourth reserved images 9B from the left out of the four reserved images 9B) are each shifted one position to the left (Figure 1). This allows the player to recognize that one of the second special symbol reserved images has been consumed. Next, the game control microcomputer 81 performs the special symbol 2 variation start process (step S1406).In the Special Symbol 2 variation start process, the variation start command is set in the command set area 84a of the main RAM 84, the variation display of the second special symbol is started, and the variation time timer is set. The variation time timer is set to the variation time determined according to the variation pattern selected in the variation pattern selection process. In addition, the game control microcontroller 81 sets the special operation status to "2". The variation start command (Special Symbol 2 variation start command) set in the Special Symbol 2 variation start process includes information related to the special symbol stop symbol data set in the jackpot determination process (step S1402) and information related to the variation pattern set in the variation pattern selection process (step S1403) (including information related to the variation time).
[0109] In step S1401, if the number of reserved balls for Special Feature 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for Special Feature 1 is "0" (step S1407). If the number of reserved balls for Special Feature 1 is "0" (step S1407: YES), that is, if there is no memory in the first special feature reserved ball storage area 85a of the random value group obtained due to entry into the first start opening 20, the process proceeds to step S1413. If the number of reserved balls for Special Feature 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes the jackpot determination process (step S1408) and the variation pattern selection process (step S1409). Details of these processes will be described later. After the variation pattern selection process, the number of reserved balls for Special Feature 1 is decremented by 1 (step S1410). Next, the game control microcomputer 81 shifts the storage location of various random values stored in the 1st to 4th memory areas of the 1st special symbol hold memory area 85a by one position from the current position toward the side from which they are read, and clears the hold information stored in the location furthest from the side from which it is read in the 1st special symbol hold memory area 85a (step S1411). Through the above steps, the 1st special symbol holds are consumed in the order in which they were held. In this case, on the display screen 7a of the image display device 7, the hold image 9A corresponding to the 1st memory area of the 1st special symbol hold memory area 85a (the rightmost hold image 9A out of the four hold images 9A) is shifted toward the hold consumption image display area and displayed as the hold consumption image 9C. Also, the hold images 9A corresponding to the 2nd to 4th memory areas of the 1st special symbol hold memory area 85a (the 2nd, 3rd, and 4th hold images 9A from the left out of the four hold images 9A) are each shifted by one position to the right (Figure 1). As a result, the player can recognize that one 1st special symbol hold has been consumed. Next, the game control microcomputer 81 performs the special symbol 1 variation start process (step S1412). In the special symbol 1 variation start process, the variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and the variation time timer is set. The variation time timer is set to the variation time determined according to the variation pattern selected in the variation pattern selection process.Furthermore, the microcontroller 81 for game control sets the special operation status to "2" (step S1406). The variation start command (special symbol 1 variation start command) set in the special symbol 1 variation start processing includes information related to the special symbol stop symbol data set in the jackpot determination processing (step S1408) and information related to the variation pattern (including information related to variation time) set in the variation pattern selection processing (step S1409).
[0110] In step S1407, if the number of reserved balls for special symbol 1 is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen or not (step S1413). The standby screen is a demo screen for when customers are waiting. The game control microcomputer 81 may determine this by, for example, turning on or off a demo screen display flag for when customers are waiting. If it is a standby screen (step S1413: YES), this process ends. If it is not a standby screen (step S1413: NO), the game control microcomputer 81 waits for a predetermined waiting time to elapse, sets a customer waiting command to display the standby screen in the command set area 84a of the main RAM 84 (step S1414), and ends this process. As described above, according to the special symbol standby process of this embodiment, the display of the special symbol variation based on the first special symbol reservation is executed only when the second special symbol reservation is "0". In other words, the consumption of the second special symbol reserve takes precedence over the consumption of the first special symbol reserve. Furthermore, according to the jackpot type determination table T5 of this embodiment, the lottery based on the second special symbol reserve is more likely to result in a jackpot that is more beneficial to the player (a jackpot scheduled to pass through V) than the lottery based on the first special symbol reserve.
[0111] [Big win determination process] Figure 23 is a flowchart of the jackpot determination process (Figure 22: steps S1402, S1408). The jackpot determination process for Special Figure 2 (step S1402) and the jackpot determination process for Special Figure 1 (step S1408) are similar in their processing flow, so they will be explained together. In the jackpot determination process, first, the game control microcomputer 81 determines whether the probability variation flag is ON or not (step S1501). If the probability variation flag is ON (step S1501: YES), the microcomputer 81 determines the jackpot by referring to the high probability state table in the jackpot determination table T1 (Figure 8) (step S1502). Specifically, the game control microcomputer 81 first reads out the jackpot random value to be used as the determination value. For example, in the jackpot determination process for Special Figure 2, the microcomputer reads out the jackpot random value stored in the first memory area of the second special figure reserve memory area 85b (corresponding to the first of the second special figure reserves). In the jackpot determination process for Special Feature 1, the jackpot random value stored in the first memory area of the first Special Feature Reserve memory area 85a (corresponding to the first Special Feature Reserve) is read out. Next, the game control microcomputer 81 uses the jackpot determination table T1 and the jackpot random value to determine whether or not it is a jackpot. In this case, since it is in a high probability state (probability change flag is ON), the determination of whether or not it is a jackpot is made based on the high probability state table (jackpot determination value is "0" to "649") of the jackpot determination table T1.
[0112] In step S1501, if the probability variation flag is OFF (step S1501: NO), the game control microcomputer 81 performs a jackpot determination by referring to the table for the normal probability state in the jackpot determination table T1 (Figure 8) (step S1504). Specifically, the game control microcomputer 81 first reads out the jackpot random value in the same way as in step S1502. Next, since it is in the normal probability state (probability variation flag is OFF), it determines whether or not it is a jackpot based on the table for the normal probability state (jackpot determination value is "0" to "164") in the jackpot determination table T1.
[0113] If the result of the jackpot determination is "jackpot" (steps S1503, S1505: YES), the game control microcomputer 81 turns on the jackpot flag (step S1506) and determines the type of jackpot (step S1507). Specifically, the game control microcomputer 81 first reads out a random value for the type of jackpot as the determination value. For example, in the jackpot determination process for Special Figure 2, it reads out the random value for the type of jackpot stored in the first memory area of the second Special Figure hold memory area 85b. In the jackpot determination process for Special Figure 1, it reads out the random value for the type of jackpot stored in the first memory area of the first Special Figure hold memory area 85a. Next, the game control microcomputer 81 determines the type of jackpot based on the read random value for the type of jackpot and the jackpot type determination table T5 (Figure 9). After determining the type of jackpot, the special symbol stop data (Figure 9) corresponding to the identified jackpot type is set in the jackpot type buffer provided in the main RAM 84 (step S1520), and this process ends. On the other hand, if the result of the jackpot determination in step S1503 or step S1505 is "miss", the special symbol stop data (01H) corresponding to the miss symbol is set in the jackpot type buffer provided in the main RAM 84 (step S1520), and this process ends.
[0114] [Variation pattern selection process] Figures 24 and 25 are flowcharts of the variation pattern selection process (Figure 22: steps S1403, S1409). The variation pattern selection process in Figure 2 (step S1403) and the variation pattern selection process in Figure 1 (step S1409) have similar processing flows, so they will be explained together. In the variation pattern selection process, first, the game control microcomputer 81 determines whether the game state is a time-saving state or not (step S1600). The determination of whether or not it is a time-saving state is made by whether or not the time-saving flag is ON. If it is a time-saving state (step S1600: YES), the process moves to step S1612. If it is not a time-saving state (step S1600: NO), the game control microcomputer 81 determines whether or not the jackpot flag is ON or not (step S1602). If the jackpot flag is OFF (step S1602: NO), the process moves to step S1607. If the jackpot flag is ON (step S1602: YES), the game control microcomputer 81 determines whether the jackpot is Special Symbol 2 or not (step S1603). If the jackpot is Special Symbol 2 (step S1603: YES), the jackpot type is always a V-passing jackpot, so the process is skipped to step S1605. If the jackpot is Special Symbol 1 (step S1603: NO), the game control microcomputer 81 determines whether the jackpot type is a V-passing jackpot or not (step S1604). The determination of the jackpot type is made based on the Special Symbol stop symbol data set in the main RAM 84.
[0115] If the type of jackpot is a jackpot scheduled to pass through V (step S1604: YES), the game control microcomputer 81 selects a variation pattern by referring to the table for jackpots scheduled to pass through V in a non-time-saving state from the variation pattern determination table T6 (Figure 10) (step S1605). Specifically, the game control microcomputer 81 first reads out the variation pattern random value as the determination value. For example, in the variation pattern selection process for special figure 2, it reads out the variation pattern random value stored in the first memory area of the second special figure hold memory area 85b (corresponding to the first of the second special figure holds). In the variation pattern selection process for special figure 1, it reads out the variation pattern random value stored in the first memory area of the first special figure hold memory area 85a (corresponding to the first of the first special figure holds). Next, the game control microcomputer 81 selects a variation pattern using the variation pattern determination table T6 and the variation pattern random value. Here, as a table for jackpots scheduled to pass through the non-time-saving state V, the portion of the non-time-saving state variation pattern determination table T6 shown in Figure 10 that corresponds to jackpots scheduled to pass through V (the portion where the variation pattern is "P1" to "P3" in Special Figure 1, and the portion where the variation pattern is "P21" to "P23" in Special Figure 2) is referenced (the address is set). From the read variation pattern random values, one of "P1" to "P3" is selected as the variation pattern in Special Figure 1, and one of "P21" to "P23" is selected in Special Figure 2.
[0116] If the type of jackpot is a jackpot that is not expected to pass through V (step S1604: NO), the game control microcomputer 81 selects a variation pattern by referring to the table for jackpots that are not expected to pass through V in the non-time-saving state of the variation pattern determination table T6 (Figure 10) (step S1606). Here, as the table for jackpots that are not expected to pass through V in the non-time-saving state, the part of the variation pattern determination table T6 for the non-time-saving state shown in Figure 10 that corresponds to jackpots that are not expected to pass through V (the part "P4" to "P6"). From the random values of the variation pattern read out, one of "P4" to "P6" is selected as the variation pattern.
[0117] In step S1602, if the jackpot flag is OFF (step S1602: NO), the game control microcomputer 81 determines whether the reach random value is a reach establishment random value (step S1607). Specifically, the game control microcomputer 81 first reads out the reach random value as the determination value. In the variation pattern selection process for special figure 2, it reads out the reach random value stored in the first memory area of the second special figure reserve memory area 85b (corresponding to the first of the second special figure reserves). In the variation pattern selection process for special figure 1, it reads out the reach random value stored in the first memory area of the first special figure reserve memory area 85a (corresponding to the first of the first special figure reserves). Next, the game control microcomputer 81 determines whether or not a reach has occurred using the reach determination table T2 (Figure 8(B)) and the reach random value. In this case, since it is not a time-saving state, the presence or absence of a reach is determined based on the table for non-time-saving states within the reach determination table T2 (the part where the reach determination value (random value for reach establishment) is "0" to "13").
[0118] If the reach random value is the random value for a reach (step S1607: YES), that is, if it is a reach but a miss, the game control microcomputer 81 selects a variation pattern by referring to the table for reach but miss in the non-time-saving state of the variation pattern determination table T6 (Figure 10) (step S1608). Here, as the table for reach but miss in the non-time-saving state, the part of the variation pattern determination table T6 for the non-time-saving state shown in Figure 10 that corresponds to a reach but a miss (in Special Figure 1, the part where the variation pattern is "P7" to "P14", in Special Figure 2, the part where the variation pattern is "P24" to "P31") is referred to. In Special Figure 1, one of "P7" to "P14" is selected as the variation pattern from the read variation pattern random value and the current number of balls held in Special Figure 1 (1 to 4). In Special Feature 2, one of the following fluctuation patterns, "P24" to "P31," is selected based on the read random value of the fluctuation pattern and the current number of reserved balls in Special Feature 2 (1 to 4). The selected fluctuation pattern changes depending on the number of reserved balls, so a function to shorten fluctuations according to the number of reserved balls is activated. In other words, in both Special Feature 1 and Special Feature 2, when the number of reserved balls is "3" to "4," a fluctuation pattern with a shorter fluctuation time is selected more often than when the number of reserved balls is "1" to "2." This makes it possible to speed up the consumption of Special Feature reserved balls when there are many reserved balls.
[0119] If the random value for reaching is not the random value for achieving a reach (step S1607: NO), that is, if it is a no-reach miss, the game control microcomputer 81 selects a variation pattern by referring to the table for no-reach misses in the non-time-saving state of the variation pattern determination table T6 (Figure 10) (step S1609). Here, as the table for no-reach misses in the non-time-saving state, the part of the variation pattern determination table T6 for the non-time-saving state shown in Figure 10 that corresponds to no-reach misses (the part where the variation pattern is "P15" to "P16" in Special Figure 1, and the part where the variation pattern is "P32" to "P33" in Special Figure 2) is referred to. In Special Figure 1, either "P15" or "P16" is selected as the variation pattern from the read random value for the variation pattern and the current number of balls held in Special Figure 1 (1 to 4). In Special Feature 2, either "P32" or "P33" is selected as the variation pattern based on the read random value of the variation pattern and the current number of reserved balls in Special Feature 2 (1 to 4). Here again, the selected variation pattern changes depending on the number of reserved balls, so the function of shortening the variation according to the number of reserved balls is activated.
[0120] In step S1600, if it is determined that the game state is a time-saving state, the game control microcomputer 81 determines whether the jackpot flag is ON or OFF (Figure 25: step S1612). From here on, the processing in steps S1613 to S1619 is the same as the processing in steps S1603 to S1609 described above, except for the following point, so the explanation will be omitted. The difference between the processing in steps S1613 to S1619 and the processing in steps S1603 to S1609 is that in steps S1615, S1616, S1618, and S1619, the part of the variable pattern determination table T6 that is referenced is different from that in steps S1605, S1606, S1608, and S1609 described above. Specifically, in steps S1605, S1606, S1608, and S1609, the variation pattern determination table T6 for non-time-saving states (Figure 10) is referenced, whereas in steps S1615, S1616, S1618, and S1619, the variation pattern determination table T6 for time-saving states (Figure 11) is referenced. For example, in step S1615, that is, when the jackpot type is a jackpot scheduled to pass through V, the part of the variation pattern determination table T6 for time-saving states shown in Figure 11 that corresponds to a jackpot scheduled to pass through V (in Special Figure 1, the part where the variation pattern is "P41" to "P43", and in Special Figure 2, the part where the variation pattern is "P61" to "P63") is referenced. From the read variation pattern random values, one of "P41" to "P43" is selected as the variation pattern in Special Figure 1, and one of "P61" to "P63" is selected in Special Figure 2. Furthermore, for example, in step S1616, that is, when the jackpot type is a jackpot that is not scheduled to pass through V, the portion of the variable pattern determination table T6 for the time-saving state shown in Figure 11 that corresponds to a jackpot that is not scheduled to pass through V (the portion "P44" to "P46") is referenced. From the read variable pattern random values, one of "P44" to "P46" is selected as the variable pattern.
[0121] After selecting a variation pattern as described above, the game control microcomputer 81 sets the selected variation pattern (step S1630) and completes this process. The information of the set variation pattern is included in the variation start command and transmitted to the sub-control board 90 in the output process (Figure 16: step S108). This starts the variation display of the special symbols.
[0122] [Special symbol variation processing] Figure 26 is a flowchart of the special symbol variation processing (Figure 21: step S1304). The game control microcomputer 81 first determines whether the variation time for the special symbol has elapsed and finished (step S1701). The variation time for the special symbol is the variation time determined according to the variation pattern selected in the variation pattern selection processing (Figures 24 and 25) described above. If the variation time has not finished (step S1701: NO), this process ends. That is, the variation display of the special symbol, which was started in step S1406 or S1412 of the special symbol waiting processing (Figure 22), continues. On the other hand, if the variation time has finished (step S1701: YES), a variation stop command is set (step S1702), and the special operation status is set to "3" (step S1703). The game control microcomputer 81 also performs other processing related to the variation stop (step S1704). For example, the microcomputer 81 for game control performs processing such as stopping the display of special symbols at symbols corresponding to the set special symbol stop symbol data. After that, the microcomputer 81 for game control completes this processing.
[0123] [Special Symbol Confirmation Process] Figure 27 is a flowchart of the special symbol confirmation process (Figure 21: step S1306). The game control microcomputer 81 first performs game state management processing (step S1801). Game state management processing is the process for managing the number of ST rounds and the number of time-saving rounds, and its contents will be described later. After the game state management processing, it determines whether the jackpot flag is ON or OFF (step S1802). If the jackpot flag is OFF (step S1802: NO), the game control microcomputer 81 sets the special operation status to "1" (step S1808) and terminates this process. As a result, the jackpot game is not started, and the process returns to the special symbol waiting process (Figure 22), where the jackpot determination for the next reserve is performed.
[0124] If the jackpot flag is ON (step S1802: YES), the game control microcomputer 81 sets the opening patterns for the jackpot entry point and V-opening / closing member according to the type of jackpot won (step S1803). Specifically, the game control microcomputer 81 refers to the jackpot entry point opening pattern determination table T8 (Figure 13) to determine the opening pattern for the jackpot entry point from the special symbol stop data and sets the determined opening pattern. For example, if the special symbol stop data is "11H", "opening pattern 21" is set as the opening pattern for the jackpot entry point. The game control microcomputer 81 also refers to the V-opening / closing member opening pattern determination table T9 (Figure 14) to determine the opening pattern for the V-opening / closing member 71 from the special symbol stop data and sets the determined opening pattern. For example, if the special symbol stop data is "11H", "opening pattern 31" is set as the opening pattern for the V-opening / closing member 71. Along with setting the opening patterns for the large prize slot and the V-shaped opening / closing member, the value of the round counter is set to the number of rounds corresponding to the type of jackpot won. The round counter counts the number of unit opening games (round games) performed during the jackpot game. In this case, "16" is set for the round counter (Figure 13(B)).
[0125] After setting the opening pattern, the game control microcomputer 81 performs a game state reset process (step S1804). The game state reset process is a process to reset (turn off) the probability variation flag and the time reduction flag, and its contents will be described later. After the game state reset process, in order to start the jackpot game, the jackpot opening command is set (step S1805), and the opening is started (step S1806). After that, the special operation status is set to "4" (step S1807), and this process is completed.
[0126] [Game state management processing] Figure 28 is a flowchart of the game state management process (Figure 27: step S1801). The game control microcomputer 81 first determines whether the probability variation flag is ON or OFF (step S2001). If the probability variation flag is OFF (step S2001: NO), the process skips to step S2010. If the probability variation flag is ON (step S2001: YES), the value of the probability variation counter is decremented by 1 (step S2002). The probability variation counter counts the number of times special symbols have been rotated during the high probability state. Here, "100" is set in the probability variation counter when transitioning to the high probability state. The game control microcomputer 81 determines whether the value of the counter has become "0" as a result of decrementing the probability variation counter by 1 (step S2003). If the value of the probability variation counter is not "0" (step S2003: NO), the process skips to step S2005. If the value of the probability variation counter is "0" (Step S2003: YES), the probability variation flag is switched to OFF (Step S2004).
[0127] In step S2005, the game control microcomputer 81 determines whether the time-saving flag is ON or OFF. If the time-saving flag is OFF (step S2005: NO), the process skips to step S2009. If the time-saving flag is ON (step S2005: YES), the value of the time-saving counter is decremented by 1 (step S2006). The time-saving counter counts the number of times special symbols have been changed during the time-saving state. Here, when transitioning to the time-saving state, the time-saving counter is set to "100". The game control microcomputer 81 determines whether the value of the counter has become "0" as a result of decrementing the time-saving counter by 1 (step S2007). If the value of the time-saving counter is not "0" (step S2007: NO), the process skips to step S2009. If the time-saving counter value is "0" (step S2007: YES), the time-saving flag is switched to OFF (step S2008).
[0128] In step S2009, the game control microcontroller 81 sets the game state specification command in the command set area (output buffer) 84a of the main RAM 84 and completes this process. The game state specification command contains information about the current game state that has been set (whether the ceiling flag is ON or OFF, the ceiling counter value, whether or not it is in a probability variation state, the probability variation counter value, whether or not it is in a time reduction state, the time reduction counter value, etc.).
[0129] In step S2010, the game control microcomputer 81 determines whether the ceiling flag is ON or OFF. If the ceiling flag is OFF (step S2010: NO), the process skips to step S2005. If the ceiling flag is ON (step S2010: YES), the value of the ceiling counter is decremented by 1 (step S2011). The ceiling counter is used to count the specified number of spins until the b time-saving mode (playtime) is reached, and it counts the number of special symbol variations that occurred when the ceiling flag is ON (during the low probability state). Here, when the ceiling flag is set to ON, the ceiling counter is set to "500" as the specified number of spins. The game control microcomputer 81 determines whether the value of the counter has become "0" as a result of decrementing the ceiling counter by 1 (step S2012). That is, it determines whether the specified number of spins until the b time-saving mode (playtime) is reached has elapsed. If the value of the ceiling counter is not "0" (step S2012: NO), the process skips to step S2005. If the value of the probability variation counter is "0" (step S2012: YES), the time reduction flag is switched ON (step S2013), and "700" is set in the time reduction counter as the number of time reduction rounds (number of rounds granted). Then, the ceiling flag is switched OFF (step S2015). After that, the process in step S2009 is executed.
[0130] [Game state reset process] Figure 29 is a flowchart of the game state reset process (Figure 27: step S1804). The game control microcomputer 81 first determines whether the probability variation flag is ON or OFF (step S2101). If the probability variation flag is OFF (step S2101: NO), the process skips to step S2103. If the probability variation flag is ON (step S2101: YES), the probability variation flag is switched to OFF (step S2102). In step S2103, the game control microcomputer 81 determines whether the time reduction flag is ON or OFF. If the time reduction flag is OFF (step S2103: NO), the process skips to step S2105. If the time reduction flag is ON (step S2103: YES), the time reduction flag is switched to OFF (step S2104). In step S2105, the game control microcomputer 81 determines whether the ceiling flag is ON or OFF. If the ceiling flag is OFF (step S2105: NO), this process is terminated. If the ceiling flag is ON (step S2105: YES), the ceiling flag is switched to OFF (step S2106). In other words, during the execution of a jackpot game, the ceiling flag is OFF because it is neither in a high probability state nor a time-saving state. In game machine 1, the low base state is always in the non-time-saving state, so the low base state is in the execution of a jackpot game.
[0131] [Special Electric Processing] Figure 30 is a flowchart of the special electric mechanism processing (Figure 21: step S1308). The game control microcomputer 81 first determines whether the jackpot completion flag is ON or OFF (step S2200). The "jackpot completion flag" is a flag that indicates that all openings of the jackpot winning devices (first jackpot winning device 31 and second jackpot winning device 36) based on the opening pattern have been completed in the jackpot game currently being played. If the jackpot completion flag is ON (step S2200: YES), the process proceeds to step S2230. If the jackpot completion flag is OFF (step S2200: NO), the V-opening / closing member operation process is performed to activate the V-opening / closing member 71 (step S2201). In this embodiment, the V-opening / closing member 71 is configured to activate when a predetermined number of game balls enter the first large prize slot 30. In the V-opening / closing member operation process, the V-opening / closing member 71 is opened for a predetermined period of time when a predetermined number of game balls enter, according to the V-opening / closing member opening pattern T9. Details of the V-opening / closing member operation process will be described later. After the V-opening / closing member operation process, the game control microcomputer 81 determines whether the large prize slots (first large prize slot 30 and second large prize slot 35) are open or not (step S2202). If they are open (step S2202: YES), the process proceeds to step S2210.
[0132] If the jackpot opening is not open (step S2202: NO), the game control microcomputer 81 determines whether it is time (timing) to open the jackpot opening (step S2203). The time to open the jackpot opening includes, for example, when the time for the jackpot opening has elapsed and it is time to start opening in the first round of gameplay, or when the interval time (closing time) for reopening the jackpot opening after it has been temporarily closed has elapsed and it is time to start opening again. If it is not time to open the jackpot opening (step S2203: NO), the process proceeds to step S2220.
[0133] If it is time (timing) to open the big prize slot (step S2203: YES), the game control microcomputer 81 performs the big prize slot opening process (step S2207). Specifically, the game control microcomputer 81 opens the big prize slot (first big prize slot 30 or second big prize slot 35) according to an opening pattern (Figure 13) corresponding to the type of jackpot. After the big prize slot opening process, the game control microcomputer 81 sets a round specification command (step S2208). The round specification command contains information about the number of rounds of the jackpot game currently being played, and the game control microcomputer 81 sets the round specification command in the output buffer of the main RAM 84. In this embodiment, the big prize slot is not opened multiple times during a single round of gameplay. However, in another embodiment, if the large prize slot is opened multiple times during a single round of gameplay, the game control microcomputer 81 may determine whether the opening of the large prize slot is the first opening during a single round, and only set the round designation command if it is the first opening. After setting the round designation command, this process is completed.
[0134] In step S2202 described above, if the big prize slot is open (step S2202: YES), the game control microcomputer 81 determines whether the conditions for closing the big prize slot have been met (step S2210). The closing conditions here are that either the number of balls that have entered the big prize slot in that round of play has reached the specified maximum number of balls (for example, 9 balls per round), or the time to close the big prize slot has arrived (i.e., a predetermined opening time (Figure 13) has elapsed since the big prize slot was opened). If the conditions for closing the big prize slot have not been met (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, if the conditions for closing the big prize slot have been met (step S2210: YES), the game control microcomputer 81 closes (blocks) the big prize slot (step S2211).
[0135] In step S2203 described above, if it is not the time (timing) to open the big prize slot, the game control microcomputer 81 determines whether or not the round of play has ended (step S2220). Here, one round ends after a predetermined time (2 seconds in this case) has elapsed since the big prize slot closed. As described above, the time (interval time) during which the big prize slot is closed between rounds of play is included in the open round of play before that closure. The game control microcomputer 81 determines whether or not the round of play has ended based on whether or not the predetermined interval time has elapsed since the big prize slot was closed. If the round of play has not ended (step S2220: NO), the game control microcomputer 81 terminates this process.
[0136] If the current round of gameplay has ended (step S2220: YES), the game control microcomputer 81 decrements the value of the round counter by 1 (step S2221) and determines whether the value of the round counter is "0" or not (step S2226). If the value of the round counter is not "0" (step S2226: NO), that is, if the prescribed number of rounds of gameplay has not yet been played, this process ends in order to start the next round of gameplay. On the other hand, if the value of the round counter is "0", as a jackpot ending process to end the jackpot game, the jackpot ending command is set (step S2227) and the jackpot ending begins (step S2228). In this embodiment, the ending time (for example, 18 seconds) when a game ball passes through the V area 39 in a "16R (effectively 13R) V-passing scheduled jackpot" is the same length as the ending time when no game ball passes through the V area 39 in a "16R (effectively 13R) V-non-passing scheduled jackpot". This allows the player to perceive that no game ball passed through the V area 39 in a "16R (effectively 13R) V-non-passing scheduled jackpot", even if a game ball did pass through the V area 39 in a "16R (effectively 13R) V-non-passing scheduled jackpot". The ending time when no game ball passes through the V area 39 in a "16R (effectively 13R) V-passing scheduled jackpot" is also the same length. After the jackpot ending begins, the jackpot end flag is set to ON (step S2229), and this process is completed.
[0137] In step S2200 described above, if the jackpot end flag is ON (step S2200: YES), the final round has ended, so the game control microcomputer 81 determines whether or not the jackpot ending time has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 finishes this process. On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns the jackpot end flag OFF (step S2231), turns the jackpot flag OFF (step S2232), and sets the special operation status to "1" (step S2233). As a result, in the next special operation process, the special symbol waiting process (step S1302) is executed again. After that, the game state setting process (step S2234) described later is executed and this process ends.
[0138] [V-type opening / closing member operation processing] Figure 31 is a flowchart of the V-opening / closing member operation process (Figure 30: step S2201). The game control microcomputer 81 first determines whether the current round of gameplay (the round in question) is an open round for the V-opening / closing member 71 (step S2501). Here, the 2nd, 4th, 6th, 8th, 10th, and 12th rounds are open rounds for the V-opening / closing member 71. The game control microcomputer 81 can determine that it is an open round when the round counter value is "15", "13", "11", "9", "7", or "5". If it is not an open round for the V-opening / closing member 71 (step S2501: NO), this process ends. This is because there is no need to operate the V-opening / closing member 71 in that round.
[0139] If it is the round in which the V-opening / closing member 71 is open (step S2501: YES), the game control microcomputer 81 determines whether the first prize flag is ON or OFF (step S2502). The "first prize flag" is a flag that indicates that the first ball has entered the first large prize opening 30 in that round. If the first prize flag is ON (step S2502: YES), the process proceeds to step S2520. If the first prize flag is OFF (step S2502: NO), it is determined whether the first ball has entered or OFF (step S2503). If the first ball has not entered or OFF (step S2503: NO), this process ends. This is because there has been no ball entry into the first large prize opening 30 in that round, and there is no need to operate the V-opening / closing member 71.
[0140] When the first ball enters the winning area is detected (step S2503: YES), the game control microcomputer 81 short-circuits the V-opening / closing member 71 and performs V-effective period setting processing (step S2504). The reason for short-circuiting the V-opening / closing member 71 is that, regardless of whether the opening pattern of the V-opening / closing member 71 (Figure 14(B)) is "short-circuiting" or "long-circuiting," a short-circuiting (in this case, 0.1 seconds) is performed when the first ball enters the winning area. Note that in the case of short-circuiting the V-opening / closing member 71, the opening time of the V-opening / closing member 71 is very short, so the first game ball that enters the first large winning area 30 is configured to pass through the non-V area 70 without passing through the V area 39. In the V-effective period setting processing, the period while the V-opening / closing member 71 is open and the few seconds after the V-opening / closing member 71 is closed are set as the V-effective period, during which detection of game balls by the V area sensor 39a is enabled. Here, the game control microcomputer 81 short-circuits the V-opening / closing member 71 (for 0.1 seconds in this case) according to the opening pattern of the V-opening / closing member 71 (Figure 14(B)), and sets the period during which the V-opening / closing member 71 is open and the 1 second after it is closed as the V-effective period. The game control microcomputer 81 sets the period other than the V-effective period (including when a jackpot game is not being played) as the V-invalid period, during which it determines that the detection of game balls by the V-region sensor 39a is invalid. Here, "determining that the detection of game balls by the V-region sensor 39a is valid" means turning on the V flag based on the detection of game balls by the V-region sensor 39a (see the V-region sensor detection process described later (Figure 33)). Also, "determining that the detection of game balls by the V-region sensor 39a is invalid" means that even if game balls are detected by the V-region sensor 39a, the V flag is not turned on. The reason why the V effective period includes a few seconds after the V opening / closing member 71 closes (ball removal period) is that there is a physical distance between the V opening / closing member 71 and the V area sensor 39a, and this period is taken into consideration until a game ball that entered the V area 39 side immediately before the V opening / closing member 71 closed is detected by the V area sensor 39a. In other words, the V flag is turned ON only when V passage (passage of a game ball into the V area 39) is detected during the V effective period, and the V flag is not turned ON when V passage is detected outside the V effective period (V invalid period).Furthermore, if the V flag is ON, the probability variation flag is turned ON, meaning that the game state after a big win is set to a high probability state (see the game state setting process described later (Figure 32)). This prevents the V flag from being turned ON and the game state from being set to a high probability state based on fraudulent V passage. After the short-circuiting of the V opening / closing member 71 and the V validity period setting process, the game control microcomputer 81 switches the first prize flag to ON (step S2505) and proceeds to step S2540.
[0141] In step S2502, if the first prize flag is ON, that is, if the first ball has already entered the winning slot (step S2502: YES), the game control microcomputer 81 determines whether the second prize flag is ON or OFF (step S2520). The "second prize flag" is a flag that indicates that the second ball has entered the first large prize slot 30 if the opening pattern of the V-opening / closing member 71 in that round is a long opening. If the second prize flag is ON (step S2520: YES), the process proceeds to step S2540. If the second prize flag is OFF (step S2520: NO), the game control microcomputer 81 determines whether the opening pattern of the V-opening / closing member 71 in that round is a long opening or OFF (step S2521). If it is not a long opening (step S2521: NO), that is, if it is a short opening, the process proceeds to step S2540. On the other hand, if the gate is open for a long time (step S2521: YES), the game control microcomputer 81 determines whether or not it has detected the entry of the second ball (step S2522). If it has not detected the entry of the second ball (step S2522: NO), the process proceeds to step S2540.
[0142] If the second ball enters the winning slot is detected (step S2522: YES), the game control microcomputer 81 opens the V-opening / closing member 71 for a long period and performs the V-effective period setting process (step S2523). The reason for opening the V-opening / closing member 71 for a long period is that, in the opening pattern of the V-opening / closing member 71 (Figure 14(B)), if it is "long opening", a long opening (in this case, a maximum of 31.5 seconds) is performed when the second ball enters the winning slot. Note that, in this case, the maximum time for one round of play is 31.5 seconds (maximum opening time of the large winning slot 29.5 seconds + interval closing time of 2 seconds), so generally, the time from when the second ball enters the winning slot to the end of the round will be shorter than 31.5 seconds. As described later, the V-opening / closing member 71 is forcibly closed at the end of the round, so the opening time of the long opening of the V-opening / closing member 71 will be shorter than 31.5 seconds. However, the long opening of the V opening / closing member 71 is configured such that at least some of the game balls that enter the first large prize winning opening 30 from the second ball onward pass through the V area 39, because the opening time of the V opening / closing member 71 is relatively long. In the V valid period setting process, the game control microcomputer 81 sets the period while the V opening / closing member 71 is open as the V valid period, and sets the V invalid period at the end of the round along with the closing of the V opening / closing member 71. After the long opening of the V opening / closing member 71 and the V valid period setting process, the game control microcomputer 81 switches the second prize winning flag to ON (step S2524) and proceeds to step S2540.
[0143] In step S2540, the game control microcomputer 81 determines whether the V-opening / closing member 71 is open or not. If the V-opening / closing member 71 is open (step S2540: YES), the game control microcomputer 81 determines whether the round of play has ended or not (step S2550). As previously described, the game control microcomputer 81 determines whether the round of play has ended or not based on whether a predetermined interval time (2 seconds in this case) has elapsed since the jackpot opening was closed.
[0144] If the round of play has ended (step S2550: YES), the game control microcomputer 81 switches the first prize flag and the second prize flag to OFF (step S2551), and performs the V opening / closing member closing process and the V invalid period setting process (step S2552). Here, at the end of the round of play, the game control microcomputer 81 forcibly closes the V opening / closing member 71, sets the V invalid period to a few seconds (1 second in this case) after the V opening / closing member 71 is closed, and ends this process.
[0145] If the round of play has not ended (step S2550: NO), the game control microcomputer 81 determines whether the closing condition for the V-opening / closing member 71 has been met (step S2560). The closing condition for the V-opening / closing member 71 is, for example, that a predetermined period (e.g., 0.1 seconds) has elapsed after the V-opening / closing member 71 has been opened in the case of a short circuit. If the closing condition has been met (step S2560: YES), the V-opening / closing member closing process and the V-invalid period setting process are performed (step S2552), and this process is completed. If the closing condition has not been met (step S2560: NO), this process is completed with the V-opening / closing member 71 in the open state and the V-effective period continuing.
[0146] In step S2540, if the game control microcomputer 81 determines that the V-opening / closing member 71 is closed (step S2540: NO), it determines whether the round of play has ended (step S2571). If the round has ended (step S2571: YES), the game control microcomputer 81 switches the first prize flag and the second prize flag to OFF (step S2572) and ends this process. If the round has not ended (step S2571: NO), it ends this process as is.
[0147] [Game state setting process] Figure 32 is a flowchart of the game state setting process (Figure 30: step S2234). The game control microcomputer 81 first determines whether the V flag is ON or OFF (step S2301). If the V flag is OFF (step S2301: NO), the time-saving flag is turned ON (step S2302), and the time-saving counter is set to "100" (step S2303). As a result, the game state after this jackpot game becomes "non-high probability state", "time-saving state", and "high base state" (i.e., low probability high base). This low probability high base state ends when either of the following conditions is met: the variable display of the special symbols is performed 100 times, or the next jackpot is won.
[0148] On the other hand, in step S2301, if the V flag is ON (step S2301: YES), the game control microcomputer 81 turns on the probability variation flag (step S2304), sets the probability variation counter to "100" (step S2305), and turns off the V flag (step S2306). The game control microcomputer 81 also turns on the time reduction flag (step S2307) and sets the time reduction counter to "100" (step S2308). As a result, the game state after this big win becomes a "high probability state", a "time reduction state", and a "high base state" (i.e., high probability high base). This high probability high base state ends when either of the following conditions is met: the variable display of the special symbols is performed 100 times, or the next big win is achieved.
[0149] In step S2310, the game control microcomputer 81 turns on the ceiling flag and sets "500" in the ceiling counter as the specified number of spins until the b time-saving mode (playtime) is reached (step S2311). As a result, after a big win, if the probability variation flag is OFF, the game will enter the b time-saving mode (playtime) after 500 spins. In step S2309, the game control microcomputer 81 sets the game state specification command in the command set area (output buffer) 84a of the main RAM 84 and finishes this process. The game state specification command contains information about the set game state (time-saving flag, time-saving counter, probability variation flag, probability variation counter, ceiling flag, ceiling counter).
[0150] [V-region sensor detection processing] Figure 33 is a flowchart of the V-region sensor detection process (Figure 16: step S106). The game control microcontroller 81 first determines whether or not a game ball has been detected by the V-region sensor 39a (step S2601). If no game ball is detected by the V-region sensor 39a (step S2601: NO), this process ends. On the other hand, if detection is detected (step S2601: YES), the game control microcontroller 81 determines whether or not it is within the V-valid period (step S2602). The V-valid period is the period set by the V-valid period setting process (steps S2504, S2523) of the V-opening / closing member operation process (Figure 31). The V-valid period is set for a few seconds (ball removal period) when the V-opening / closing member 71 is opened or closed during the 2nd, 4th, 6th, 8th, 10th, and 12th rounds. If the V validity period is not in effect (step S2602: NO), this process is terminated. On the other hand, if the V validity period is in effect (step S2602: YES), the game control microcontroller 81 turns the V flag ON (step S2603), sets the V pass command (step S2604), and terminates this process.
[0151] [Handling of held balls] Figure 34 is a flowchart of the reserved ball count processing (Figure 16: step S107). First, the game control microcomputer 81 reads the reserved ball counts for special symbol 1, special symbol 2, and regular symbol symbols stored in the main RAM 84 (step S2701). Next, the game control microcomputer 81 sets a reserved ball count command in the command set area (output buffer) 84a of the main RAM 84 (step S2702). The reserved ball count command is a command to notify the sub-control board 90 of the reserved ball count and includes information regarding the reserved ball counts for special symbol 1, special symbol 2, and regular symbol symbols. After setting the reserved ball count command, the game control microcomputer 81 terminates this process.
[0152] 7. Operation of the microcontroller 91 for performance control The operation of the microcontroller 91 for performance control, located on the sub-control board 90 (Figure 4), will be explained based on Figures 35 to 45. The counters, flags, status, buffers, etc., that appear in the explanation of the operation of the microcontroller 91 for performance control are located in the sub-RAM 94.
[0153] [Sub-control main processing] Figure 35 is a flowchart of the sub-control main processing. When the power to the game machine 1 is turned on, the performance control microcontroller 91 reads a program for executing the sub-control main processing from the sub-ROM 93. In the sub-control main processing, the performance control microcontroller 91 first performs CPU initialization processing (step S4000). In CPU initialization processing, for example, the settings of the sub-CPU 92, various flags, status and counters are reset. The initial value of the flags is "0" or "OFF", the initial value of the status is "1", and the initial value of the counters is "0". Note that the CPU initialization processing is executed only once after power is turned on and is not executed thereafter.
[0154] After the CPU initialization process, the microcontroller 91 for performance control disables interrupt processing (step S4015) and performs random number update processing (step S4020). In this random number update processing, the microcontroller 91 for performance control updates the random number counter value shown in Figure 7(B) by incrementing it by 1. When each random number counter value reaches the set upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. In addition, the random values may be incremented by 2 or more, rather than by 1 each time. Each random number may be a so-called hardware random number.
[0155] After the random number update process, the microcontroller 91 for performance control enables interrupt processing (step S4025). While interrupts are enabled, the sub-side timer interrupt processing (step S4035) can be executed. The sub-side timer interrupt processing is executed based on interrupt pulses that are repeatedly input to the sub-CPU 92 at a predetermined period. That is, the sub-side timer interrupt processing is executed at predetermined intervals. Then, between the end of the sub-side timer interrupt processing and the start of the next sub-side timer interrupt processing, the random number update process is repeatedly executed.
[0156] [Sub-side timer interrupt handling] Figure 36 is a flowchart of the sub-side timer interrupt processing (Figure 35: step S4035). First, the performance control microcontroller 91 performs received command analysis processing (step S4300). Details of the received command analysis processing will be described later. After the received command analysis processing, the performance control microcontroller 91 performs variable performance processing (step S4305). Variable performance processing is the process of setting a command before the end of the variable performance at a specific timing during the variable performance to execute a specific display performance on the display screen 7a, and details will be described later. After the variable performance processing, the performance control microcontroller 91 performs switch processing (step S4310). In the switch processing, the performance control microcontroller 91 sets the display content of the display screen 7a based on the switch data (edge data and level data) output based on the detection signal from the performance button detection switch 63a. After the switch processing, the performance control microcontroller 91 performs command transmission processing (step S4315). In the command transmission process, the performance control microcontroller 91 transmits various commands, which have been set in the performance command set area 94b (output buffer) of the sub-RAM 94 through received command analysis processing, to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108. The image control board 100, upon receiving the various commands, uses the image display device 7 to execute a display effect corresponding to the received command. The sound control board 106, upon receiving the various commands, executes a sound effect by outputting sound from the speaker 67 according to the received command. The lamp control board 107, upon receiving the various commands, executes a lamp effect by controlling the illumination of the panel lamp 5 and frame lamp 66 according to the received command. After the command transmission process, the performance control microcontroller 91 performs other processing (step S4320).
[0157] After other processing, the performance control microcontroller 91 performs sub-side RAM clear processing (step S4325). In sub-side RAM clear processing, the performance control microcontroller 91 performs processing when the game control microcontroller 81 determines that RAM clearing should be performed. Details of sub-side RAM clear processing will be described later. After sub-side RAM clear processing, the performance control microcontroller 91 performs sub-side power off / recovery processing (step S4330). In sub-side power off / recovery processing, the performance control microcontroller 91 performs processing when the game control microcontroller 81 determines that power off / recovery should be performed. Details of sub-side power off / recovery processing will be described later. After sub-side power off / recovery processing, the performance control microcontroller 91 performs error notification processing 1 (step S4335). In error notification processing 1, the performance control microcontroller 91 manages the error state and performs processing to determine whether or not to notify the error. Details of error notification processing 1 will be described later. After error notification processing 1, the performance control microcontroller 91 performs error notification processing 2 (step S4340). In error notification processing 2, the performance control microcontroller 91 determines whether or not to issue an error notification for an error whose error state is managed by the game control microcontroller 81. Details of error notification processing 2 will be described later. After the error notification process 2, the performance control microcontroller 91 performs a mechanism error release process (step S4345). In the mechanism error release process, the performance control microcontroller 91 determines whether or not to release the mechanism error state when a mechanism error state occurs when predetermined conditions are met. Details of the mechanism error release process will be described later. After the mechanism error release process, the performance control microcontroller 91 performs a movable mechanism scenario execution process (step S4350). In the movable mechanism scenario execution process, the performance control microcontroller 91 operates the movable mechanism according to the movable mechanism scenario data. The movable mechanism scenario data is data for performing predetermined operations of the movable mechanism. The performance control microcontroller 91 is stored in the sub-ROM 93 of the sub-control board 90. After the movable mechanism scenario execution process, the performance control microcontroller 91 performs a movable mechanism origin return process (step S4355). In the movable mechanism return-to-home process, the performance control microcontroller 91 sets scenario data to move the movable mechanism to the home region. Furthermore, if the movable mechanism fails to move to the home region even after executing the scenario, it enters a mechanism error state. Details of the movable mechanism return-to-home process will be described later. After the movable mechanism return-to-home process, the performance control microcontroller 91 performs the movable mechanism initial operation process (step S4360). In the movable mechanism initial operation process, the performance control microcontroller 91 sets scenario data to perform initial operations on the movable mechanism. Initial operations performed by the movable mechanism are operations to confirm whether the movable mechanism operates correctly. Details of the movable mechanism initial operation process will be described later. After performing the movable mechanism initial operation process, this process is completed.
[0158] [Received command parsing process] Figure 37 is a flowchart of the received command analysis process (Figure 36: step S4300). First, the microcontroller 91 for performance control determines whether or not it has received a pre-determination command from the main control board 80 (step S4415). If it has received a command (step S4415: YES), it performs the pre-read performance determination process (step S4420). The "pre-read performance determination process" determines whether or not to execute a pre-read performance, and if so, the pre-read performance pattern. Details of the pre-read performance determination process will be described later. On the other hand, if it has not received a command (step S4415: NO), the above-mentioned pre-read performance determination process is skipped. A pre-read performance is a performance that suggests there is a high possibility that a jackpot is included in the newly stored hold information in the special symbol hold memory area 85, and is executed during the variation performance.
[0159] Next, the microcontroller 91 for performance control determines whether or not it has received a reserved ball count command from the main control board 80 (step S4445). If it has received the command (step S4445: YES), it performs the reserved ball display process (step S4450). In the reserved ball display process, based on the information regarding the reserved ball count for special symbol 1, special symbol 2, and normal symbol reserved balls included in the reserved ball count command, the values of the first special symbol reserved performance counter, the second special symbol reserved performance counter, and the normal symbol reserved performance counter, which are provided in the counter set area 94d of the sub-RAM 94, are updated. This allows the information on each reserved ball count to be maintained not only on the main control board 80 side but also on the sub-control board 90 side. Furthermore, the microcontroller 91 for performance control updates the reserved images 9A and 9B displayed on the display screen 7a based on the values of the first special symbol reserved performance counter, the second special symbol reserved performance counter, and the normal symbol reserved performance counter. On the other hand, if the number of balls in reserve command has not been received (step S4445: NO), the above-mentioned reserve display process is skipped.
[0160] Next, the microcontroller 91 for performance control determines whether or not it has received a variation start command from the main control board 80 (step S4455). If it has received the command (step S4455: YES), it performs the variation performance start process (step S4460). The "variation performance start process" is the process of selecting the variation performance pattern (content) to be executed during the special symbol variation. Details of the variation performance start process will be described later. On the other hand, if it has not received the command (step S4455: NO), the above variation performance start process is skipped.
[0161] Next, the microcontroller 91 for performance control determines whether or not it has received a variation stop command from the main control board 80 (step S4465). If it has received the command (step S4465: YES), it performs the variation performance termination process (step S4470). The "variation performance termination process" is a process to stop the variation performance that is executed while the special symbols are changing. In the variation performance termination process, the microcontroller 91 for performance control sets counters and other functions based on the analysis results of the variation stop command, and sets a variation performance termination command to end the variation performance. As a result, the decorative symbols corresponding to special symbol 1 or special symbol 2 that are changing are stopped and displayed. The microcontroller 91 for performance control also performs the pre-determination information shift process (Figure 39), which will be described later. If the variation stop command has not been received (step S4465: NO), the above variation performance termination process is skipped.
[0162] Next, the microcontroller 91 for performance control determines whether or not it has received an opening command from the main control board 80 (step S4475). If it has received the command (step S4475: YES), it performs the opening performance pattern determination process (step S4480). The "opening performance pattern determination process" is the process of selecting the opening performance pattern (content) to be executed at the start of a special game (jackpot game). In the opening performance pattern determination process, the microcontroller 91 for performance control first analyzes the opening command and sets the information regarding the special symbol stop data set at the time of jackpot determination, which is included in the opening command, into the sub-RAM 94. Then, it selects an opening performance pattern that is pre-set to correspond to the type of win indicated by the special symbol stop data, and sets an opening performance start command to start the selected opening performance in the performance command set area 94b of the sub-RAM 94. When the opening animation start command set in the performance command set area 94b is transmitted to the image control board 100 during the command transmission process (Figure 36: step S4315), the CPU 102 of the image control board 100 reads a predetermined opening animation image from the ROM 103 and displays it on the display screen 7a of the image display device 7. If no opening command has been received in step S4475 (step S4475: NO), the opening animation pattern determination process described above is skipped.
[0163] Next, the microcontroller 91 for performance control determines whether or not it has received a round specification command from the main control board 80 (step S4485). If it has received the command (step S4485: YES), it performs the round performance pattern determination process (step S4490). The "round performance pattern determination process" is the process of selecting the opening game performance pattern (content) to be executed during the opening of the big prize slot or during the interval between openings in a special game (jackpot game). In the round performance pattern determination process, the microcontroller 91 for performance control first analyzes the round specification command and sets the information regarding the special symbol stop data and the number of rounds included in the round specification command into the sub-RAM 94. Then, it selects a round performance pattern that is pre-set to correspond to the type of win and the number of rounds indicated by the special symbol stop data, and sets a round performance start command to start the selected round performance in the performance command set area 94b of the sub-RAM 94. When a round performance start command set in the performance command set area 94b is transmitted to the image control board 100, the CPU 102 reads a predetermined round performance image from the ROM 103 and displays it on the display screen 7a. If a round specification command has not been received in step S4485 (step S4485: NO), the round performance pattern determination process described above is skipped.
[0164] Next, the microcontroller 91 for performance control determines whether or not it has received an ending command from the main control board 80 (step S4495). If it has received the command (step S4495: YES), it performs the ending performance pattern determination process (step S4500). The "ending performance pattern determination process" is the process of selecting the ending performance pattern (content) to be executed during the ending of a special game (jackpot game or minor jackpot game). In the ending performance pattern determination process, the microcontroller 91 for performance control first analyzes the ending command and sets information regarding the special symbol stop data included in the ending command into the sub-RAM 94. Then, it selects an ending performance pattern corresponding to the type of win indicated by the special symbol stop data and sets an ending performance start command to start the selected ending performance into the output buffer of the sub-RAM 94. When the ending sequence start command set in the performance command set area 94b is transmitted to the image control board 100, the CPU 102 reads a predetermined ending sequence image from the ROM 103 and displays it on the display screen 7a. If no ending sequence command has been received (step S4495: NO), the above-described ending sequence pattern determination process is skipped.
[0165] Next, the microcontroller 91 for performance control performs other processing (step S4535). In this other processing, for example, when the microcontroller 91 for performance control receives a game state specification command, it stores information about the game state included in the game state specification command (such as the time-saving flag, time-saving counter, probability change flag, probability change counter, ceiling flag, and ceiling counter) in the sub-RAM 94. Specifically, based on the information included in the game state specification command, the values of the time-saving performance counter, probability change performance counter, and ceiling performance counter, which are provided in the counter set area 94d of the sub-RAM 94, are updated. For example, the remaining number of spins (number of games) during time-saving is set in the time-saving performance counter, the remaining number of spins during probability change is set in the probability change performance counter, and the remaining number of spins until the ceiling is reached is set in the ceiling performance counter. This allows the sub-control board 90 to store information on the number of time-saving spins, the number of probability change spins, and the number of ceiling spins, not just the main control board 80. Furthermore, when the performance control microcontroller 91 receives a V-pass command, it stores the V-pass information in the sub-RAM 94. The performance control microcontroller 91 also performs processing based on commands other than those mentioned above (such as a customer waiting command or a RAM clear notification command) and then terminates this process. In this embodiment, the performance control microcontroller 91 received a customer waiting command and set the display screen 7a of the image display device 7 as a waiting screen, which is a demo screen for waiting for customers. However, if the microcontroller 91 does not receive a command from the main control board 80 after a predetermined period of time has elapsed, it may be determined that the system is in a customer waiting state and perform control to set the display screen 7a as a waiting screen.
[0166] [Pre-read animation determination process] Figure 38 is a flowchart of the pre-reading performance determination process (Figure 37: step S4420). First, the performance control microcontroller 91 performs a pre-determination information rewriting process (step S4601). Specifically, the performance control microcontroller 91 stores the jackpot pre-determination result (jackpot determination information), jackpot type pre-determination result (jackpot type information), and variation pattern pre-determination result (variation pattern information), which are included in the pre-determination command received from the main control board 80, in the pre-determination information storage area 94c.
[0167] Figure 39 is a diagram illustrating the configuration of the pre-determination information storage area 94c. The pre-determination information storage area 94c stores the jackpot determination information, jackpot type information, and variation pattern information mentioned above, as well as pre-read performance pattern information. The pre-read performance pattern information is information indicating the content of the pre-read performance executed during the variation performance, and is selected in step S4604, which will be described later. Figure 39(A) shows the state in which the jackpot determination information "miss" and variation pattern information "P72" and "P73" are stored in the 1st to 3rd storage areas as pre-determination results corresponding to the 1st to 3rd Special Feature 2 reserves, respectively, and the pre-determination result corresponding to the variation is also stored in the same area. Figure 39(B) shows the state in which a win occurs in Special Feature 2 from the state in Figure 39(A), and the pre-determination information included in the pre-determination command received from the main control board 80 is stored in the 4th storage area corresponding to the 4th Special Feature 2 reserve. Here, the pre-determination information includes the jackpot determination information "jackpot", the jackpot type information "21H", and the variation pattern information "P61". In addition, "Pattern A" is set as pre-read performance pattern information in the 1st to 4th storage areas corresponding to the 1st to 4th special feature 2 reserves, and in the area corresponding to the current variation. Figure 39(C) shows the state after the variation has ended and the pre-determination information shift process has been executed from the state in Figure 39(B). Specifically, the pre-determination information stored in the 1st storage area is shifted to the current area, the pre-determination information stored in the 2nd to 4th storage areas is shifted to the 1st to 3rd storage areas, and the pre-determination information in the 4th storage area is cleared. The pre-determination information shift process is executed in the variation performance end process (Figure 37: step S4470).
[0168] Returning to Figure 38, the microcontroller 91 for performance control then determines whether or not pre-read performance pattern information is stored in the pre-determination information storage area 94c (step S4602). Specifically, the microcontroller 91 for performance control determines whether or not pre-read performance pattern information is stored in the relevant area or any of the 1st to 4th storage areas of the pre-determination information storage area 94c. If pre-read performance pattern information is stored (step S4602: YES), this process is terminated. That is, if pre-read performance pattern information is stored in the relevant area or any of the 1st to 4th storage areas of the pre-determination information storage area 94c, no new pre-read performance pattern information is selected and stored. On the other hand, if pre-read performance pattern information is not stored in the pre-determination information storage area 94c (step S4602: NO), the microcontroller 91 for performance control determines whether or not the pre-determination result included in the received pre-determination command is a "jackpot" or a "miss with a reach" (step S4603). Whether it is a "jackpot" or a "miss with a near-win" can be determined, for example, by the pre-determination result of the variation pattern (variation pattern information). If the pre-determination result included in the received pre-determination command is "miss without a near-win" (step S4603: NO), the microcontroller 91 for performance control terminates this process. This is because there is no need to perform a pre-read performance. On the other hand, if the pre-determination result included in the received pre-determination command is a "jackpot" or a "miss with a near-win" (step S4603: YES), the microcontroller 91 performs a pre-read performance execution determination to determine whether or not to perform a pre-read performance, and selects a pre-read performance pattern (step S4604). Specifically, the microcontroller 91 for performance control obtains the value of the pre-read performance random number counter, and by referring to the obtained random number and the pre-read performance pattern determination table T51 stored in the sub-ROM 93, it determines whether or not to perform a pre-read performance, and if so, the pre-read performance pattern.
[0169] Figure 40 is a diagram illustrating the pre-announcement effect pattern determination table T51. In Figure 40, if the pre-judgment result is "Big Win" and the pre-announcement effect random value is "0-55", there will be "None" pre-announcement effect. If the pre-announcement effect random value is "56-67", "Pattern A" will be selected as the pre-announcement effect. If the pre-announcement effect random value is "68-127", "Pattern B" will be selected as the pre-announcement effect. Also, if the pre-judgment result is "Reached but Missed", and the pre-announcement effect random value is "0-107", there will be "None" pre-announcement effect. If the pre-announcement effect random value is "108-114", "Pattern A" will be selected as the pre-announcement effect. If the pre-announcement effect random value is "115-127", "Pattern B" will be selected as the pre-announcement effect. Note that the type, content, and range of random values selected for the pre-announcement effect pattern can be set arbitrarily.
[0170] Returning to Figure 38, if it is determined in step S4604 that a pre-read animation will be executed (step S4605: YES), the selected pre-read animation pattern is stored in the pre-determination information storage area 94c (step S4606). Here, when storing the pre-read animation pattern in the pre-determination information storage area 94c, the pre-read animation pattern is stored not only in the storage area corresponding to the received pre-determination command among the first to fourth storage areas, but also in the storage areas prior to the corresponding storage area and in that area. Specifically, as shown in Figure 39(B), "Pattern A" is set not only in the fourth storage area corresponding to the received pre-determination command, but also in the first to third storage areas and in that area. As a result, pre-read animation pattern A is executed even in the variable animation that is executed before the variable animation corresponding to the fourth storage area (the variable animation corresponding to that area and the first to third storage areas). Whether or not a pre-read animation is executed in the variable animation corresponding to that area depends on the progress of that variable animation. In other words, in the variation animation, if the timing for executing the pre-read animation has already passed, the pre-read animation will not be executed. However, if it is before the timing for executing the pre-read animation, it will be executed at that time. This will be explained later. If it is determined in step S4604 that the pre-read animation will not be executed (step S4605: NO), the process ends.
[0171] [Start of variation effect processing] Figure 41 is a flowchart of the variation animation start process (Figure 37: step S4460). First, the animation control microcontroller 91 analyzes the variation start command (step S5000). Here, the animation control microcontroller 91 sets information regarding the special symbol stop data and information regarding the variation pattern included in the variation start command into the sub-RAM 94. The set information includes game state information indicating the current game state, and symbol information indicating the symbols as the result of the hit determination process for special symbol 1 or special symbol 2. The game state information and symbol information acquired here can be referenced by the animation control microcontroller 91 as appropriate.
[0172] Next, the microcontroller 91 for performance control performs the core performance pattern determination process (step S5010). The core performance pattern determination process is a process to determine the basic configuration of the variation performance (for example, the display and switching of background images on the image display device 7, the display and operation of predetermined characters, the output of melodies and sound effects using the speaker 67, the control of the lighting of lamps, etc.). The variation performance is completed by superimposing additional performances such as chance-up performances and pre-announcement performances on this core performance. The microcontroller 91 for performance control determines the core performance pattern by referring to the core performance pattern determination table T52 stored in the sub-ROM 93.
[0173] Figure 42 is a diagram illustrating the core performance pattern determination table T52. In Figure 42, multiple types of core performance patterns are set for normal reach performances, multiple types of core performance patterns for SP1 performances, multiple types of core performance patterns for SP2 performances, multiple types of core performance patterns for SP3 performances, and multiple types of core performance patterns for no-reach miss performances. The types of core performance patterns can be set arbitrarily. For example, if the variation pattern included in the variation start command is "P1", the core performance pattern that performs the SP1 performance will be selected. Also, if the variation pattern included in the variation start command is "P72", the core performance pattern that performs no-reach miss performance will be selected.
[0174] Returning to Figure 41, after determining the core performance pattern, the performance control microcontroller 91 performs the chance-up performance pattern determination process (step S5015). The chance-up performance pattern determination process is for determining additional performances to be superimposed on the variable performance. The performance control microcontroller 91 obtains the value of the chance-up random number counter, and determines the chance-up performance pattern by referring to the obtained random number value and the chance-up performance pattern determination table T53 stored in the sub-ROM 93.
[0175] Figure 43 is a diagram illustrating the chance-up effect pattern determination table T53. Here, only the part of the chance-up effect pattern determination table T53 that determines the variation effect pattern of Special Figure 1 when not in a time-saving state is shown. In other words, Figure 43 shows the chance-up effect patterns that are executed when the variation pattern included in the variation start command is "P1" to "P16". Note that the chance-up effect pattern determination table T53 may or may not include a part that determines the chance-up effect patterns that are executed when the variation pattern is "P21" to "P33", "P41" to "P56", "61" to "73".
[0176] In Figure 43, the following chance-up animation patterns are set: "2-NO", "2-SP1", "2-SP2", "2-SP3", "3-NO", "3-SP1", "3-SP2", "3-SP3", "4-NO", "4-SP1", "4-SP2", "4-SP3", and "ANO". These chance animation patterns correspond to the various chance-up animations described later.
[0177] Returning to Figure 41, after determining the chance-up effect pattern, the effect control microcontroller 91 performs the count effect pattern determination process (step S5016). Here, the count effect pattern determination process is for displaying on the display screen 7a the remaining number of spins (games) during the probability variation mode, the remaining number of spins during the time-saving mode, the remaining number of spins until reaching the ceiling, the number of spins since power-on, the number of spins since the big win, etc. During the probability variation mode, the effect control microcontroller 91 displays the remaining number of probability variation spins on the display screen 7a based on the value of the probability variation effect counter. Also, during the time-saving mode, the effect control microcontroller 91 displays the remaining number of probability variation spins based on the value of the time-saving effect counter.
[0178] Furthermore, the performance control microcontroller 91 can execute various performances based on the value of the ceiling performance counter and the value of the carryover performance counter. The ceiling performance counter stores the number of spins remaining until the ceiling is reached, and the carryover performance counter records the number of spins since power-on. For example, each time the performance control microcontroller 91 receives a spin performance end command from the main control board 80, it can set the number of spins since power-on by incrementing the carryover performance counter. The performance control microcontroller 91 determines whether the value of the ceiling performance counter is less than or equal to TH2 (for example, TH2=200) when the value of the carryover performance counter is TH1 (for example, TH1=10). If the value of the ceiling performance counter is less than or equal to TH2, a predetermined chance image is displayed. If the value of the ceiling performance counter is greater than TH2, the chance image is not displayed. As a result, players who see the chance image can recognize that the game machine 1 has carried over the number of games from the previous day and that a RAM clear has not been performed. Furthermore, the performance control microcontroller 91 may display the value of the ceiling performance counter when the value of the carryover performance counter is TH3 (for example, TH3=50). Also, the performance control microcontroller 91 may hide the display or chance image representing the value of the ceiling performance counter when the value of the carryover performance counter is TH4 (for example, TH4=100). Also, the performance control microcontroller 91 may display the value of the ceiling performance counter again when the value of the carryover performance counter is TH5 (for example, TH5=200). The performance control microcontroller 91 may decide whether or not to display the value of the ceiling performance counter based on the value of the carryover performance counter, as described above, or based on the value of the ceiling performance counter. For example, the microcontroller 91 for controlling the performance may display the value of the ceiling performance counter when the value of the ceiling performance counter is TH6 (for example, TH6=100), turn off the display of the value of the ceiling performance counter when the value of the ceiling performance counter is TH7 (for example, TH7=70), and display the value of the ceiling performance counter again when the value of the ceiling performance counter is TH8 (for example, TH8=50).
[0179] After the count effect pattern determination process, the effect control microcontroller 91 may refer to the random value and the stop symbol pattern determination table T54 to determine the combination of effect symbols 8L, 8C, and 8R to be displayed as stops. Based on these, the type of effect to be performed as a variable effect is determined.
[0180] The microcontroller 91 for controlling the performance sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in steps S5010 to S5016 above can be realized (step S5020). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is sent to the image control board 100 in the command transmission process (Figure 36: step S4315), the CPU 102 of the image control board 100 reads the variable performance image from the ROM 103 and displays it on the display screen 7a of the image display device 7.
[0181] Next, the microcontroller 91 for performance control sets the variable performance timer (step S5030) and terminates this process. The variable performance timer is set with a variation time (Figure 42) corresponding to the variation pattern included in the variation start command. For example, when the variation pattern is "P1", the variable performance timer is set to "40 seconds".
[0182] [Processing during variation animation] Figure 44 is a flowchart of the processing during the variation effect (Figure 36: step S4305). The microcontroller 91 for effect control determines whether or not a variation effect is in progress (step S4701). Whether or not a variation effect is in progress can be determined, for example, by whether or not the variation effect timer is at zero. If a variation effect is not in progress (step S4701: NO), this process is terminated. On the other hand, if a variation effect is in progress (step S4701: YES), the microcontroller 91 for effect control determines whether or not it is time to set the pre-end variation command in the effect command set area 94b of the sub-RAM 94 (step S4702). The pre-end variation command is a command that the microcontroller 91 for effect control informs the image control board 100, etc., that it is a specific timing during the variation effect. When the image control board 100 receives the pre-end variation command, it switches the effect content or displays a specific image, etc., according to the information contained in the pre-end variation command.
[0183] If it is not time to set the command before the end of the variation (step S4702: NO), this process is terminated. On the other hand, if it is time to set the command before the end of the variation (step S4702: YES), a determination is made as to whether or not there is pre-read performance pattern information in the area of the pre-determination information storage area 94c (step S4703). If there is pre-read performance pattern information in the area (step S4703: YES), the command before the end of the variation including the pre-read performance pattern information is set in the performance command set area 94b of the sub-RAM 94 (step S4704). On the other hand, if there is no pre-read performance pattern information in the area (step S4703: NO), the command before the end of the variation that does not include pre-read performance pattern information is set in the performance command set area 94b of the sub-RAM 94 (step S4705). As a result, if there is pre-read performance pattern information in the area, the command before the end of the variation including the pre-read performance pattern information is sent to the image control board 100 2 seconds before the end of the variation performance. Then, the image control microcontroller 101 starts a pre-read animation to display a pre-read animation image on the display screen 7a of the image display device 7. On the other hand, even if there is no pre-read animation pattern information in that area, a command before the end of the variation is sent to the image control board 100 2 seconds before the end of the variation. In this case, if a pre-announcement image is already displayed on the display screen 7a of the image display device 7, the image control microcontroller 101 starts a pre-announcement fade animation to fade out that pre-announcement image.
[0184] 8. Operation of the image control microcontroller 101 The operation of the image control microcontroller 101 provided on the image control board 100 (Figure 4) will be explained based on Figure 45. Buffers and the like that appear in the explanation of the operation of the image control microcontroller 101 are provided in RAM 104. Figure 45 is a flowchart of the display control process. When the power of the gaming machine 1 is turned on, the image control microcontroller 101 reads a program from ROM 103, and after CPU initialization, the display control process is repeatedly executed. In the display control process, first, the image control microcontroller 101 determines whether or not it has received a variation effect start command from the sub-control board 90 (step S5001). If it has been received (step S5001: YES), the image control microcontroller 101 starts displaying the variation effect (step S5002). Specifically, the image control microcontroller 101 analyzes the received variation effect start command, reads a predetermined variation effect image instructed in the variation effect start command from ROM 103, and displays it on the image display device 7. On the other hand, if no data has been received (step S5001: NO), the above process is skipped.
[0185] Next, the image control microcontroller 101 determines whether or not it has received a command from the sub-control board 90 before the end of the variation (step S5003). If it has received the command (step 5003: YES), the image control microcontroller 101 starts displaying the pre-read animation (step S5004). On the other hand, if it has not received the command (step S5003: NO), the image control microcontroller 101 skips the above process.
[0186] Next, the image control microcontroller 101 determines whether or not it has received a variation effect end command from the sub-control board 90 (step S5005). If it has received the command (step 5005: YES), the image control microcontroller 101 reads an image indicating that the variation effect has stopped from the ROM 103 and displays it on the image display device 7 (step S5006). On the other hand, if it has not received the command (step S5005: NO), the image control microcontroller 101 skips the above process.
[0187] Next, the image control microcontroller 101 performs other processing (step S5007). In this other processing, in addition to the commands described above, the image control microcontroller 101 reads predetermined images instructed by various commands from the ROM 103 and displays them on the image display device 7. For example, when the image control microcontroller 101 receives an opening sequence start command, it reads a predetermined opening sequence image instructed by the opening sequence start command from the ROM 103 and displays it on the image display device 7. Also, when it receives a round sequence start command, it reads a predetermined round sequence image instructed by the round sequence start command from the ROM 103 and displays it on the image display device 7. Finally, when it receives an ending sequence start command, it reads a predetermined ending sequence image instructed by the ending sequence start command from the ROM 103 and displays it on the image display device 7, and then terminates this process.
[0188] 9. Movement of the movable body and display effects of the sub-display screen 64 Figures 46 to 50 will be used to explain the operation of the movable parts of the game board (first movable part 14, second movable part 15), the operation of the movable frame (frame movable part 69), and the display effects of the sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U). The microcontroller 91 for performance control performs drive control to operate the first movable part 14, the second movable part 15, and the frame movable part 69 during game performances (display effects) and initial operations when the power is turned on. The microcontroller 91 for performance control also performs display effects to display specific images on the sub-display screens 64 during game performances (display effects) and initial operations when the power is turned on.
[0189] Figure 46 is an explanatory diagram illustrating the movement of the first movable component 14. Figure 47 is an explanatory diagram illustrating a second embodiment of the first movable component 14. The first movable component 14 is a vertically elongated rod-shaped member, with its upper end located near the upper end of the image display device 7 and its lower end located near the lower end of the image display device 7. The upper and lower ends of the first movable component 14 are difficult to see, while the central part is visible in front of the image display device 7. As shown in Figure 1, the first movable component 14 can be stationary in a retracted position (home position) to the left of the image display device 7 (first embodiment). In the retracted position, only a part of the first movable component 14 may be stored and the rest visible, or the entire component may be stored and difficult to see. As shown in Figure 46, the first movable component 14 is configured to be movable in the left-right direction in front of the image display device 7. The first movable component 14 is configured to move (advance) from a retracted position toward the right edge of the display screen 7a and to move left and right in front of the display screen 7a. It can also be stopped at any advanced position in front of the display screen 7a. The movement mode of the first movable component 14 can be set arbitrarily. Also, as shown in Figure 47, the first movable component 14 can move to the right edge of the display screen 7a and stop at that position (second mode). The first movable component 14 may have decorative parts formed on at least a part of it, and may also be transparent.
[0190] Figure 48 is an explanatory diagram illustrating a second embodiment of the second movable component 15. The second movable component 15 is equipped with a rectangular decorative part inscribed with "OARO" and is configured to move up and down. As shown in Figure 1, the second movable component 15 can be stopped in a retracted position (home position) above the display screen 7a (first embodiment). At this time, a part of the second movable component 15 becomes difficult to see. From the state in Figure 1, the second movable component 15 moves downward toward the center of the display screen 7a and can be stopped in the extended position (deployed position) shown in Figure 48 (second embodiment). In this second embodiment, the decorative part stops in front of the image display device 7, covering the area near the center of the display screen 7a. By moving upward (retracting) from the extended position in Figure 48, the second movable component 15 can move to the retracted position shown in Figure 1 and stop there.
[0191] Figure 49 is an explanatory diagram illustrating a second embodiment of the movable frame mechanism 69. The movable frame mechanism 69 is composed of a pair of flat plate-shaped members positioned on both the left and right sides of the handle 60, each configured to be movable in the left-right direction. The two members are made of a flexible material, and one main surface of each member is configured to move closer to or further away from the handle 60. As shown in Figure 1, the two members of the movable frame mechanism 69 are normally stationary in retracted positions (home positions) away from the handle 60, on the left and right sides respectively (first embodiment). As shown in Figure 49, the two members of the movable frame mechanism 69 can move (advance) from their retracted positions toward the handle 60, that is, move closer to each other, and can be stationary in positions where they touch the handle 60 (second embodiment). When the movable frame mechanism 69 is in the advanced position, it touches the handle 60 or the right hand of the player operating the handle 60. The movable frame component 69 can move in a direction that separates the two members from each other, so that it changes from the second embodiment to the first embodiment.
[0192] Figure 50 is an explanatory diagram illustrating the display effects of the sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U). The right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U can each display images independently. Furthermore, they can perform effects in conjunction with the image on display screen 7a.
[0193] [Sensor position] Figure 51 is a diagram illustrating the position of the sensors. The first movable object 14 detection sensor 14a is positioned so that its signal turns ON when the first movable object 14 is in the origin region. The first movable object 14 detection sensor 14a detects that the first movable object 14 is in the origin region. The performance control microcontroller 91 determines whether or not the first movable object 14 is in the origin region based on the signal from the first movable object 14 detection sensor 14a.
[0194] The origin region of a movable part is the area that includes the storage position (origin position) of the movable part and can be detected by the detection sensor of the movable part. Since the origin region is the entire area that the detection sensor of the movable part can detect, the detection sensor of the movable part detects the position of the boundary of the detectable area and the position when moved from the boundary of the detectable area in the direction that the detection sensor can detect in the same way. For this reason, even if the detection sensor of the movable part detects it, the movable part may not be in the same position.
[0195] The second movable component 15 detection sensor 15a is positioned so that its signal turns ON when the second movable component 15 is in the origin region. The second movable component 15 detection sensor 15a detects that the second movable component 15 is in the origin region. The performance control microcontroller 91 determines whether or not the second movable component 15 is in the origin region based on the signal from the second movable component 15 detection sensor 15a.
[0196] The gaming machine frame release sensor 50a detects when the gaming machine frame 50 is open. When the gaming machine frame 50 is open, the signal of the gaming machine frame release sensor 50a turns ON. The gaming machine frame release sensor 50a is located between the front frame (front frame part) 53 and the game board 2. When the gaming machine frame 50 is open, it means that the front frame 53 is separated from the game board 2. The gaming machine frame release sensor 50a detects when the front frame 53 is separated from the game board 2. The performance control microcontroller 91 determines whether or not the gaming machine frame 50 is open based on the signal from the gaming machine frame release sensor 50a.
[0197] Furthermore, the gaming machine frame release sensor 50a may detect when the game board 2 is separated from the outer frame of the gaming machine. In this case, the gaming machine frame release sensor 50a is positioned between the game board 2 and the outer frame of the gaming machine. In addition, the gaming machine frame release sensor 50a may detect both when the front frame 53 is separated from the game board 2 and when the game board 2 is separated from the outer frame of the gaming machine. In this case, the gaming machine frame release sensor 50a is positioned between the front frame 53 and the game board 2 and between the game board 2 and the outer frame of the gaming machine. The signals for when the front frame 53 is separated from the game board 2 and when the game board 2 is separated from the outer frame of the gaming machine may be the same, or they may be detected separately.
[0198] The magnetic sensor 151a detects magnetism and detects the presence of a magnet near the gaming machine 1. When the magnetic sensor 151a detects magnetism, its signal turns ON. The magnetic sensor 151a detects that a magnet has been brought close to the gaming machine 1. The magnetic sensor 151a is positioned in a location where cheating is likely to occur. In the gaming machine 1, the magnetic sensor 151a is positioned close to the V region 39 and the non-V region 70. The magnetic sensor 151a may also be positioned close to the first start opening 20, the second start opening 21, and the first large prize opening 30. The game control microcomputer 81 determines whether or not there is a magnet near the gaming machine 1 based on the signal from the magnetic sensor 151a.
[0199] The radio wave sensor 152a detects radio waves. When the radio wave sensor 152a detects magnetism, the signal of the radio wave sensor 152a turns ON. The radio wave sensor 152a is positioned in a location where cheating is likely to occur. In the gaming machine 1, it is positioned close to the first start opening 20 and the second start opening 21. Alternatively, the radio wave sensor 152a may be positioned close to the first large prize opening 30. The game control microcomputer 81 determines whether or not radio waves are being generated near the gaming machine 1 based on the signal from the radio wave sensor 152a.
[0200] The supply ball shortage sensor 153a detects a shortage of supply balls. The supply ball shortage sensor 153a is located in the ball tank 400 on the back of the gaming machine 1. When the ball tank 400 on the back of the gaming machine 1 is not filled to the level of the supply ball shortage sensor 153a, the signal from the supply ball shortage sensor 153a turns ON. The game control microcomputer 81 determines whether or not there is a shortage of supply balls based on the signal from the supply ball shortage sensor 153a.
[0201] [Power-on process] Figure 52 is a flowchart of the power-on process (Figure 15: step S006). Here, the game control microcontroller 81 determines whether to clear the RAM or restore power when power is turned on to the game machine 1, and performs the corresponding processing in each case.
[0202] The game control microcontroller 81 determines whether the RAM clear switch 161 is ON or OFF (step S601). The RAM clear switch 161 is located on the main control board 80, and when pressed, it sends a RAM clear button press signal to the main control board 80. The game control microcontroller 81 makes its decision based on the RAM clear button press signal.
[0203] When the RAM clear switch 161 is ON (step S601: YES), the game control microcontroller 81 proceeds to step S608. When the RAM clear switch 161 is OFF (step S601: NO), the game control microcontroller 81 creates a sum value (step S602). This sum value is the sum of the values in the RAM of the game control microcontroller 81. If the sum value created when the power is turned on matches the sum value created when the power is turned off, the game control microcontroller 81 determines that the RAM values are normal. If the RAM values of the game control microcontroller 81 are normal, power recovery is possible. If the sum value created when the power is turned on does not match the sum value created when the power is turned off, the game control microcontroller 81 determines that the RAM values are not normal. In this case, since recovery is not possible in the state at the time of power loss, the game control microcontroller 81 does not perform power recovery and instead clears the RAM. Clearing the RAM means clearing (resetting) the information stored in the main RAM 84. The main RAM 84 stores information such as the game state controlled by the game control microcomputer 81.
[0204] The game control microcontroller 81 compares the created sum value with the stored sum value created when the power was cut off (step S603). If the sum values do not match (step S604: NO), the game control microcontroller 81 proceeds to step S608. If the sum values match (step S604: YES), the game control microcontroller 81 decides to restore power. The game control microcontroller 81 sets a power-off restore command to send to the performance control microcontroller 91 (step S605). The set command is output by the game control microcontroller 81 to the sub-control board 90 in output processing (S108 in Figure 16). The power-off restore command contains information on which game state the power-off restore should be performed under.
[0205] The game control microcomputer 81 determines whether the game state to which the power is restored is the customer waiting state (step S606). When the game state to which the power is restored is not the customer waiting state (step S606: NO), the game control microcomputer 81 ends this process. When the game state to which the power is restored is the customer waiting state (step S606: YES), the game control microcomputer 81 sets the customer waiting state command (step S607) and ends this process.
[0206] In step S608, in order to set the game state to the initial state, the game control microcomputer 81 sets the value of the RAM of the game control microcomputer 81 to "0" or the initial value (step S608). The game control microcomputer 81 sets the RAM clear command 1 in order to transmit the RAM clear command 1 to the effect control microcomputer 91 (step S609). The RAM clear command 1 is a command that is transmitted when the gaming machine 1 transitions to the state before transitioning to the game state (the ball entry port operation confirmation state). When the effect control microcomputer 91 receives the RAM clear command 1, it displays an image of the ball entry port operation confirmation state on the display screen 7a. The image of the ball entry port operation confirmation state will be described later.
[0207] After setting the RAM clear command 1, the game control microcomputer 81 transitions the state to the ball entry port operation confirmation state and checks the operation of the movable object related to the ball entry of the gaming machine 1 (step S610). Specifically, it repeatedly opens and closes the movable objects that open the ball entry port, for example, the first large winning device 31 (the first attacker), the second large winning device (the second attacker) 36, and the normal variable winning device (electric chute) 22, and checks the operation. The opening time and the closing time are, for example, 1 second each. This ball entry port operation confirmation state continues until the RAM clear switch 161 is pressed. Note that the ball entry port operation confirmation state may also continue until a certain period of time has elapsed.
[0208] The game control microcomputer 81 determines whether the RAM clear switch 161 is ON or OFF (step S611). If the game control microcomputer 81 determines that the RAM clear switch 161 is NOT ON (step S611: NO), the game control microcomputer 81 determines again whether the RAM clear switch 161 is ON or OFF (step S611), and repeats this determination until it determines that the RAM clear switch 161 is ON.
[0209] When the game control microcomputer 81 determines that the RAM clear switch 161 is ON (step S611: YES), the game control microcomputer 81 transitions to the initial operation confirmation state (step S612). Subsequently, the game control microcomputer 81 sets the RAM clear command 2 in order to send it to the performance control microcomputer 91 (step S613). The RAM clear command 2 is a command that is sent when the game machine 1 transitions to the initial operation confirmation state. When the performance control microcomputer 91 receives the RAM clear command 2, it displays an image of the initial operation confirmation state on the display screen 7a. The image of the initial operation confirmation state will be described later. After that, the performance control microcomputer 91 finishes this process. In this embodiment, the ball entry gate operation confirmation is performed, but the process from steps S608 to S611 may be omitted without performing the ball entry gate operation confirmation and the system may transition to the game state. Furthermore, although this embodiment transitions to the initial operation check state, the system may also transition to the game state without transitioning to the initial operation check state.
[0210] [Power outage monitoring process] Figure 53 is a flowchart of the power outage monitoring process (Figure 16: step S111). Here, when the power switch 163 on the power supply board 162 is turned OFF, the game control microcontroller 81 prepares for power outage. Preparation for power outage means creating and storing information to determine whether the values in the RAM of the game control microcontroller 81 are normal when the power switch 163 is turned ON after the power outage.
[0211] The game control microcontroller 81 determines whether the power switch 163 on the power supply board 162 is OFF or not (step S701). If the game control microcontroller 81 determines that the power switch 163 is not OFF (step S701: NO), it terminates this process. If the game control microcontroller 81 determines that the power switch 163 is OFF (step S701: YES), the game control microcontroller 81 creates a sum value (step S702). The game control microcontroller 81 sums the values in its RAM and uses the last two digits as the sum value. The sum value may have one, three, or four digits.
[0212] Subsequently, the game control microcomputer 81 stores the sum value (step S703). The stored sum value is referenced when determining whether or not to perform a power recovery when the power is turned on. After that, the game control microcomputer 81 does not perform any further processing until the power switch 163 is turned ON again. Note that the main control board 80 of the game machine 1 is supplied with a certain amount of power even when the power is off, and there is a high possibility that the RAM value is retained during the power outage.
[0213] [Sub-side RAM clearing process] Figure 54 is a flowchart of the sub-side RAM clear process (Figure 36: step S4325). Here, when the game control microcontroller 81 determines that the RAM should be cleared, the performance control microcontroller 91 performs the necessary processing to execute the performance corresponding to the RAM clear.
[0214] The microcontroller 91 for performance control determines whether or not it has received the RAM clear command 1 (step S6001). If the microcontroller 91 for performance control has not received the RAM clear command 1 (step S6001: NO), the process proceeds to step S6003. If the microcontroller 91 for performance control has received the RAM clear command 1 (step S6001: YES), it sets the display command for the ball entry gate operation confirmation screen (step S6002), and the process proceeds to step S6003.
[0215] Commands for controlling the set image display are sent from the performance control microcontroller 91 to the image control microcontroller 101 via command transmission processing (S4315 in Figure 36). Commands for controlling the lighting of LEDs are sent to the lamp control board 107. Commands for controlling sound are sent to the sound control board 106. When the ball entry gate operation confirmation screen is displayed, the game board 2 is performing operation checks on the movable parts related to ball entry. In this embodiment, ball entry gate operation confirmation is performed, but this confirmation may be omitted.
[0216] In step S6003, the microcontroller 91 for performance control determines whether or not it has received the RAM clear command 2. If the microcontroller 91 has not received the RAM clear command 2 (step S6003: NO), it terminates this process. If the microcontroller 91 has received the RAM clear command 2 (step S6003: YES), it sets the left decorative symbol to "1", the middle decorative symbol to "2", and the right decorative symbol to "3" (step S6004). In this embodiment, the decorative symbols set when the RAM clear command 2 is received and when the power off / recovery command is received are different, but they may be the same.
[0217] The microcontroller 91 for performance control sets the decoration pattern specification command to "1" for the left decoration pattern, "2" for the middle decoration pattern, and "3" for the right decoration pattern (step S6005). When this command is sent to the microcontroller 101 for image control, if the microcontroller 101 displays decoration patterns, the decoration patterns to be displayed will be "1" for the left decoration pattern, "2" for the middle decoration pattern, and "3" for the right decoration pattern.
[0218] Subsequently, the microcontroller 91 for performance control sets an initial screen display command (step S6006). When this command is sent to the microcontroller 101 for image control, an image indicating that operation is being checked is displayed on the display screen 7a.
[0219] The display screen 7a shows an image indicating that the system is being tested. After a certain period of time (e.g., 30 seconds) has elapsed since this image was displayed, or after the system starts to change or the control means is operated, the game background is displayed. The transition to the game background is initiated when the performance control microcontroller 91 sends a command to the image control microcontroller 101. In this case, the decorative symbols are "1" for the left, "2" for the middle, and "3" for the right. The background displayed when the RAM is cleared is predetermined, and the display screen 7a displays the predetermined background image.
[0220] When this image indicating that the system is being tested is displayed, the initial operation of the lamp LEDs, speakers, and movable parts, as described later, will take place.
[0221] In this embodiment, an image indicating that the system is being tested is displayed, but it is also possible that no image indicating that the system is being tested is displayed, and instead a background for gameplay is shown.
[0222] In this embodiment, the ball entry gate operation check and an image indicating that the operation check is in progress are displayed, but it is also possible not to display the ball entry gate operation check and an image indicating that the operation check is in progress.
[0223] Subsequently, the microcontroller 91 for performance control turns on the lamp initial operation flag (step S6007). When the lamp initial operation flag is turned on, the initial operation of the lamp LED is performed. The initial operation of the lamp LED will be described later.
[0224] Subsequently, the microcontroller 91 for performance control turns on the speaker initial operation flag (step S6008). When the speaker initial operation flag is turned on, the speaker's initial operation is performed. The speaker's initial operation will be described later.
[0225] Thereafter, the effect control microcomputer 91 turns on the movable accessory initial operation flag (step S6009). When the movable accessory initial operation flag is turned on, the initial operation of the movable accessory is performed. The initial operation of the movable accessory will be described later. Thereafter, the effect control microcomputer 91 ends this process.
[0226] [Sub-side power-off restoration process] FIG. 55 is a flowchart of the sub-side power-off restoration process (FIG. 36: step S4330). Here, when the game control microcomputer 81 determines that the power has been restored after a power-off, the effect control microcomputer 91 performs a process for performing an effect corresponding to the power-off restoration.
[0227] The effect control microcomputer 91 determines whether it has received a power-off restoration command (step S6201). When the effect control microcomputer 91 has not received a power-off restoration command (step S6201: NO), it ends this process. When the effect control microcomputer 91 has received a power-off restoration command (step S6201: YES), it sets the left decorative symbol to "1", the middle decorative symbol to "2", and the right decorative symbol to "3" (step S6203).
[0228] In this embodiment, the decorative symbols displayed when the RAM is cleared and when the power is restored after a power-off are made different, but they may be the same. For example, when the RAM is cleared and when the power is restored after a power-off, the left decorative symbol may be "7", the middle decorative symbol may be "8", and the right decorative symbol may be "9". Also, the decorative symbols displayed when the RAM is cleared and when the power is restored after a power-off may be arranged decorative symbols. For example, when the RAM is cleared, the decorative symbols may be set such that the left decorative symbol is "1", the middle decorative symbol is "2", and the right decorative symbol is "3", and when the power is restored after a power-off, the decorative symbols may be set such that the left decorative symbol is "3", the middle decorative symbol is "2", and the right decorative symbol is "1".
[0229] Furthermore, the microcontroller 91 for performance control sets the decorative symbol specification commands to "7" for the left decorative symbol, "8" for the middle decorative symbol, and "9" for the right decorative symbol (step S6203). The microcontroller 91 for performance control also sets the power-off recovery screen display command (step S6204). When the power-off recovery screen display command is sent to the microcontroller 101 for image control, an image indicating that the power has been restored is displayed on the display screen 7a of the image display device 7. The image indicating that the power has been restored will be described later.
[0230] Subsequently, the microcontroller 91 for controlling the effects turns on the initial operation flag for the movable mechanism (step S6205). When the initial operation flag for the movable mechanism is turned on, the initial operation of the movable mechanism is performed. The initial operation of the movable mechanism will be described later.
[0231] Subsequently, the performance control microcontroller 91 determines whether or not the game is in a right-hand shooting state (step S6206). The determination of whether or not the game is in a right-hand shooting state is made using a power-off recovery command. The power-off recovery command is a command that indicates the game state to be restored. If the performance control microcontroller 91 is not in a right-hand shooting state (step S6206: NO), it terminates this process. If the performance control microcontroller 91 is in a right-hand shooting state (step S6206: YES), it sets a right-hand shooting suggestion display command (step S6207). When the right-hand shooting suggestion display command is sent to the image control microcontroller 101, a right-hand shooting suggestion image is displayed on the display screen 7a of the image display device 7. If the game is in a right-hand shooting state and power is restored, an image indicating that power has been restored and the right-hand shooting suggestion image will be displayed together. Subsequently, the performance control microcontroller 91 terminates this process.
[0232] [RAM Clear Animation] Figure 56 is a diagram illustrating the RAM clear animation. Here, we explain the display content of the display screen 7a of the image display device 7 when the RAM is cleared when the power is turned on, as well as the operation of the movable parts related to ball entry on the game board 2 (normal variable prize entry device (electric tuner) 22, first major prize entry device (first attacker) 31, second major prize entry device (second attacker) 36), the initial operation of the lamp LED, the initial operation of the speaker, and the initial operation of the movable parts. When the RAM is cleared, the game state is the normal customer waiting state.
[0233] Figure 56(A) shows the display screen 7a of the image display device 7 before the power switch 163 of the gaming machine 1 is turned ON. Figure 56(B) shows the image control microcontroller 101 displaying an image TSO indicating that the power has been turned on on the display screen 7a. By displaying the image TSO indicating that the power has been turned on on the display screen 7a, the image control microcontroller 101 indicates that it has started up normally. The image TSO indicating that the power has been turned on is an image of the text "Please wait a moment".
[0234] Figure 56(C) shows that the image control microcontroller 101 displays the ball entry gate operation image NKK and the RAM clear button press prompt image TRO on the display screen 7a. At the same time, the game control microcontroller 81 repeatedly opens and closes the normal variable prize entry device (electric chute) 22, the first major prize entry device (first attacker) 31, and the second major prize entry device (second attacker) 36 in order to confirm the operation of the movable parts related to ball entry in the game board 2. The game machine 1 is in a ball entry gate operation confirmation state. The display screen 7a shows images of the ball entry gate operation confirmation state (ball entry gate operation image NKK and RAM clear button press prompt image TRO). This opening and closing is performed at regular time intervals. For example, it opens for 1 second, then closes for 1 second, then opens for 1 second, and this operation is repeated. The opening and closing of each movable part involved in ball entry on each game board 2 may be done at the same time or with a time difference. For example, when the first major prize device (first attacker) 31 is open, the second major prize device (second attacker) 36 may be closed, and when the first major prize device (first attacker) 31 is closed, the second major prize device (second attacker) 36 may be opened.
[0235] The ball entry gate operation image NKK is an image with the text "Ball entry gate being checked". The image prompting the user to press the RAM clear button TRO is an image with the text "Please press the RAM clear button". The ball entry gate operation image NKK and the image prompting the user to press the RAM clear button TRO are displayed by the image control microcontroller 101 when it receives the ball entry gate operation check screen display command.
[0236] Figure 56(D) shows the image DKK displayed by the image control microcontroller 101, indicating that it is checking the operation of the lamp LED, speaker, and movable parts. At this time, the performance control microcontroller 91 performs the initial operation of the lamp LED, speaker, and movable parts. The game machine 1 is in the initial operation check state. The display screen 7a shows the image of the initial operation check state (image DKK indicating that the operation of the lamp LED, speaker, and movable parts is being checked). These initial operations are performed until the predetermined operations are completed. Even if the reel starts moving, the initial operation of the movable parts continues until the predetermined operations are completed. The initial operation of the lamp LED, speaker, and movable parts will be described later. Image DKK, which indicates that the operation check is in progress, is a text image that says "Operation Check in Progress". The display of image DKK indicating that the operation check is in progress is performed for a certain period of time (for example, 30 seconds), until the reel starts moving and the control means is operated, after which the game background is displayed.
[0237] Furthermore, while displaying image DKK indicating that operation is being checked, the operation of the performance button 63 and the select button 68 may also be checked. The operation of the performance button 63 and the select button 68 may be checked by generating a sound from the game machine 1 when they are pressed.
[0238] Figure 56(E) shows the image control microcontroller 101 displaying the game background SMH when the RAM is cleared, the display MH indicating the "Sun Mode" character image presentation mode, and decorative symbols (left decorative symbol "1", middle decorative symbol "2", right decorative symbol "3"). Subsequently, the presentation control microcontroller 91 performs the initial operation of the lamp LED, the speaker, and the movable parts. These initial operations are performed until the predetermined operations are completed. Even if the reel starts to spin, the initial operation of the movable parts continues until the predetermined operations are completed. The game background displayed when the RAM is cleared is predetermined, and in this embodiment, when the RAM is cleared, it becomes Sun Mode, and the background image SMH is displayed as the background. The decorative symbols displayed when the RAM is cleared are also predetermined, and in this embodiment, when the RAM is cleared, they are left decorative symbol "1", middle decorative symbol "2", and right decorative symbol "3".
[0239] In this embodiment, the operation in Figure 56(B) is followed by the operation in Figure 56(C), then the operation in Figure 56(D), and then the operation in Figure 56(E). However, the operation in Figure 56(B) may be omitted, and the operation in Figure 56(E) may be performed immediately. Alternatively, the operation in Figure 56(C) may be omitted, and the operation in Figure 56(E) may be performed immediately.
[0240] [Power outage recovery animation] Figure 57 is a diagram illustrating the power-off recovery animation. Here, we explain the display content of the display screen 7a of the image display device 7 when the power is restored after a power outage, as well as the operation of the normal variable prize winning device (electric tuner) 22, the first major prize winning device (first attacker) 31, the second major prize winning device (second attacker) 36, and the initial operation of the movable mechanism. Figures 57(A) to 57(D) explain the power-off recovery animation when the game state is in the normal state when the power is cut off, Figures 57(E) to 57(G) explain the power-off recovery animation when the game state is in the midst of a time-saving state when the power is cut off, and Figures 57(H) to 57(J) explain the power-off recovery animation when the game state is in the jackpot game state when the power is cut off.
[0241] Figure 57(A) shows the display screen 7a of the image display device 7 before the power switch 163 of the gaming machine 1 is turned ON. Figure 57(B) shows the image control microcontroller 101 displaying an image TSO indicating that the power has been turned on on the display screen 7a. By displaying the image TSO indicating that the power has been turned on on the display screen 7a, the image control microcontroller 101 indicates that it has started up normally. The image TSO indicating that the power has been turned on is an image of the text "Please wait a moment".
[0242] Figure 57(C) shows the image control microcontroller 101 displaying image THJ on the display screen 7a, indicating that power has been restored. The image control microcontroller 101 displays image THJ on the display screen 7a upon receiving a power restoration screen display command. Image THJ, which indicates power restoration, is a text image that reads "Preparing for restoration".
[0243] Figure 57(D) shows the image control microcontroller 101 displaying the background MMH for gameplay when the power is restored in the normal state, the display MH indicating the "Moon Mode" animation mode for the text image, and decorative symbols (left decorative symbol "7", middle decorative symbol "8", right decorative symbol "9"). The image control microcontroller 101 displays the background MMH for gameplay in the normal state, the display MH indicating the "Moon Mode" animation mode for the text image, and decorative symbols (left decorative symbol "7", middle decorative symbol "8", right decorative symbol "9") upon receiving a customer waiting command in the normal state. In addition, the animation control microcontroller 91 performs the initial operation of the movable mechanism. This initial operation continues until the predetermined operation is completed. Even if a variation starts, the initial operation of the movable mechanism continues until the predetermined operation is completed.
[0244] In this embodiment, the performance mode upon power recovery from a normal state and the performance mode upon RAM clearing are described as being different, but they may be the same. Also, the decorative symbols upon power recovery and the decorative symbols upon RAM clearing are described as being different, but they may be the same. Furthermore, the decorative symbols displayed upon power recovery and the decorative symbols upon RAM clearing may be the same but in a different order. For example, the decorative symbols upon RAM clearing may be left decorative symbol "9", middle decorative symbol "8", and right decorative symbol "7", while the decorative symbols upon power recovery may be left decorative symbol "7", middle decorative symbol "8", and right decorative symbol "9". In addition, in this embodiment, the performance control microcontroller 91 performs the initial operation of the movable mechanism when shown in Figure 57(D), but it may start performing the initial operation of the movable mechanism from Figure 57(C).
[0245] Figure 57(E) shows the image control microcontroller 101 displaying image THJ on the display screen 7a, indicating that the power has been restored. Figures 57(E) to 57(G) explain the power restoration process when the game state at the time of the power loss is in the middle of a time-saving state change. The image control microcontroller 101 displays image THJ on the display screen 7a upon receiving a power restoration screen display command. Image THJ, which indicates that the power has been restored, is a text image that reads "Preparing for restoration".
[0246] Figure 57(F) shows the image THJ indicating that the power has been restored and the image MUS suggesting right-hand play. When the power was lost, the game was in a time-saving state and in a right-hand play state, so the image control microcontroller 101 received a command to display a right-hand play suggestion and displayed the right-hand play suggestion image MUS. Also, if the electric tuner 22 was open or scheduled to open when the power was lost, the electric tuner 22 is opened. The electric tuner 22 is opened before the game background is displayed. The image control microcontroller 101 displays the image THJ indicating that the power has been restored until the variation ends and a confirmation command is received. Alternatively, the image control microcontroller 101 may display the image THJ indicating that the power has been restored until a variation start command is received. Alternatively, the image control microcontroller 101 may display the image THJ indicating that the power has been restored until a customer waiting command is received.
[0247] Figure 57(G) shows the image control microcontroller 101 displaying the right-hand shooting suggestion image MUS, the game background TMH for when the power is restored after a power outage in the time-saving state, the display MH indicating the performance mode of the text image "Star Mode", and decorative symbols (left decorative symbol "7", middle decorative symbol "8", right decorative symbol "9"). Upon receiving a confirmation command, the image control microcontroller 101 displays the game background TMH for when the time-saving state is restored, the display MH indicating the performance mode of the text image "Star Mode", and decorative symbols (left decorative symbol "7", middle decorative symbol "8", right decorative symbol "9").
[0248] Figure 57(H) shows the image control microcontroller 101 displaying image THJ on the display screen 7a, indicating that the power has been restored. Figures 57(H) to 57(J) explain the power restoration process when the game state at the time of the power loss is a jackpot game state. The image control microcontroller 101 displays image THJ on the display screen 7a upon receiving a power restoration screen display command. Image THJ, which indicates that the power has been restored, is a text image that reads "Preparing for restoration".
[0249] Figure 57(F) shows the image THJ indicating that the power has been restored and the image MUS suggesting right-hand play. When the power was lost, the game was in a jackpot state and in a right-hand play state, so the image control microcontroller 101 received a right-hand play suggestion display command and displayed the right-hand play suggestion image MUS. Also, if the attacker (first attacker 31 or second attacker 36) was open when the power was lost, that attacker will be opened. The attacker will be opened before the background of the jackpot game is displayed. The image control microcontroller 101 will display the image THJ indicating that the power has been restored until it receives an attacker closure command or the like. Alternatively, the image control microcontroller 101 may continue to display the image THJ indicating that the power has been restored until the jackpot game ends and it receives a variation start command. Alternatively, the image control microcontroller 101 may continue to display the image THJ indicating that the power has been restored until the jackpot game ends and it receives a customer waiting command. Alternatively, the image control microcontroller 101 may display image THJ, indicating that power has been restored, until it receives an ending command.
[0250] Figure 57(J) shows that the image control microcontroller 101 displays the background OAH and the round number image RH of the image "3R" representing the number of rounds during a jackpot game. The image control microcontroller 101 displays the background OAH and the round number image RH of the image "3R" representing the number of rounds during a jackpot game upon receiving an attacker closing command. Alternatively, it may also display the background OAH and the round number image RH of the image "3R" representing the number of rounds during a jackpot game upon receiving an attacker opening command.
[0251] [Effects of the animation when power is restored after an outage] Previously, when the power was turned off and then restored, even if the state after the power was restored was a favorable right-hand shooting state for the player (the electric chute was open or about to open, and the attacker was open or about to open), the image indicating right-hand shooting would not be displayed until the background of the game was displayed. Therefore, even if the electric chute or attacker was open when the power was restored, the player could not launch the game balls and could not get the game balls into the electric chute or attacker. This resulted in the player being at a disadvantage and impaired the gameplay.
[0252] In this embodiment, if the state after power is restored is a right-hand shooting state which is advantageous for the player, a right-hand shooting suggestion image is displayed even before the background during gameplay is displayed. As a result, the player is encouraged to launch the game balls by the right-hand shooting suggestion image, and can get the game balls into the electric chute or attacker, so the player does not lose out. As a result, the enjoyment of the game can be enhanced.
[0253] [Effects of RAM clear animation and power recovery animation] Previously, the outcome of the decorative symbols at power-on was not fixed. The outcome of each decorative symbol was determined by the RAM value at power-on. Therefore, it was impossible to tell whether the machine was in a state where it had been powered on and played, or in a state where it had been powered on but not yet played. It was not possible to select a gaming machine that was powered on but not being played by anyone.
[0254] In this embodiment, the display of decorative symbols at power-on is fixed. Therefore, it is clear that the machine is in a state before power-on and gameplay begins, and it is possible to select a game machine that is powered on but not yet in use. As a result, the overall enjoyment can be enhanced.
[0255] In this embodiment, the display of decorative symbols when the RAM is cleared and the display of decorative symbols when the power is restored are set to be different. Therefore, it is possible to tell whether the RAM has been cleared or the power has been restored, and players can select either the gaming machine after the RAM has been cleared or the gaming machine after the power has been restored. As a result, the enjoyment of the game can be enhanced.
[0256] [Technical thought 1] The performance control unit (91) is: If power is supplied in the first operating procedure (S6003:YES), the image display unit will show the display that is shown during the recovery of the gaming machine, and then the decorative symbols will be displayed in a predetermined first order (S6004, S6005), If power is supplied in the second operating procedure (S6021:YES), the image display unit will show the display that is shown during the recovery of the gaming machine, and then the decorative symbols will be displayed with the first outcome, or with a second outcome that is different from the predetermined first outcome (S6202, S6203).
[0257] Conventionally, whether power was supplied using the first or second operating procedure, decorative symbols were displayed with random outcomes. According to this new technology, if power is supplied using the first operating procedure, the performance control unit displays a message on the image display unit indicating that the game machine is being restored, and then displays the decorative symbols with a predetermined first outcome. If power is supplied using the second operating procedure, the image display unit displays a message indicating that the game machine is being restored, and then displays the decorative symbols with either the first outcome or a predetermined second outcome different from the first outcome.
[0258] Therefore, if the display shows the first result regardless of whether the power supply was started using the first or second operating procedure, it becomes difficult to determine which operating procedure initiated the power supply. This increases the enjoyment of trying to predict which operating procedure initiated the power supply, thereby enhancing the fun of the game.
[0259] On the other hand, if the first outcome is displayed when power is supplied using the first operating procedure, and the second outcome is displayed when power is supplied using the second operating procedure, it becomes easier to understand which operating procedure was used to start power supply. This makes it easier to select a gaming machine and improves the enjoyment of playing the game.
[0260] [Technical philosophy 2] As described above, the following configuration is possible for a gaming machine in which the decorative patterns displayed in the demo image differ depending on whether the RAM is cleared or the power is restored. A gaming machine comprising: an outer frame (51) forming the outer casing of the gaming machine; an inner frame (52) located inside the outer frame; a front frame (53) provided on the outer frame; a gaming board (2) attached to the inner frame; a gaming control unit (81) provided on the rear of the gaming board and having a first circuit board; a performance control unit (91) provided on the rear of the gaming board and having a second circuit board; and a first operating unit (161), The aforementioned front frame is, An opening (54) is provided, and a transparent plate (57) is attached to the opening. A second operating unit (60) that can be operated by the player and is different from the first operating unit, It is equipped with a speaker (67) that outputs sound, A predetermined fixing member (79) is used to attach a specific component (96) among the components including the transparent plate and the speaker. The RE game board is The image displayed by the aforementioned performance control unit is controlled, and a display screen (7a) capable of displaying a demo image when no game is being played, Game pins (45) are provided, and there is a game area (3) through which game balls flow, A launching unit (112) that launches game balls into the game area by operating the second operating unit, A rail section (4) that guides the game ball launched from the launching section into the game area, The ball entry point (20) triggers a special prize draw when a game ball enters, A special channel (12) is a channel for game balls that facilitates the entry of game balls as they flow down the game area into the entry opening, A lamp (66) whose light emission mode is controlled by the aforementioned performance control unit, A first movable component (14) is operated by the aforementioned performance control unit and is capable of moving between a first origin position and a first performance position, The system includes a second movable component (15) which is operated by the aforementioned performance control unit and is movable between a second origin position and a second performance position, The aforementioned gaming area is, It comprises a first game area (3A) and a second game area (3B), The aforementioned performance control unit, After the power supply is started, it is possible to perform initial operations to operate the first movable part and the second movable part, initial displays to display an image on the display screen, and initial illumination to illuminate the lamp. In the aforementioned demo image, the decorative pattern is displayed in a static state. On the display screen, After the initial display, the demo image can be displayed. The content of the decorative pattern displayed in the demo image shown after the initial display differs depending on whether power supply is started while the first operating unit is being operated or when power supply is started while the first operating unit is not being operated. A gaming machine characterized by the following features.
[0261] Traditionally, the decorative patterns displayed in demo images were completely random, regardless of the situation, such as when the RAM was cleared or when the power was restored. In this case, staff at the arcade where the machine was operating could not confirm whether or not a RAM clear had been performed, and there was a possibility that they could not smoothly initiate the operation to power on the machine. In contrast, with a game machine where the decorative patterns displayed in the demo image differ depending on whether a RAM clear was performed or when the power was restored, arcade staff can immediately recognize whether or not a RAM clear had been performed and smoothly initiate the operation to power on the machine.
[0262] Furthermore, unlike the above, in gaming machines where the decorative patterns displayed in the demo image are the same whether the RAM is cleared or the power is restored, it is not possible to confirm whether the player has performed a RAM clear or not. As a result, the player starts playing without knowing the state of the gaming machine, which increases the likelihood of creating a sense of excitement for the player and enhances the enjoyment of the game.
[0263] [Removal of special effect error] Figure 58 is a flowchart of the mechanism error clearing process (Figure 36: step S4345). Here, the performance control microcontroller 91 turns off the mechanism error flag and resets the retry count value when a predetermined condition is met. If the mechanism error flag is ON, the performance control microcontroller 91 considers the movable mechanism to be in an error state and does not operate the movable mechanism. The error state of the movable mechanism can be determined individually for each movable mechanism, and when a movable mechanism is in an error state, only that movable mechanism may not operate, or when any of the movable mechanisms enter an error state, all movable mechanisms may not operate. The retry count is the number of times the movable mechanism's return to its home position process is repeated. When this count reaches a predetermined number, the performance control microcontroller 91 does not perform the return to its home position process for the movable mechanism.
[0264] The performance control microcontroller 91 determines whether a predetermined condition has been met (step S6801). The predetermined condition is, for example, that the system has transitioned to a customer waiting state, that a certain amount of time (for example, 20 seconds) has elapsed since transitioning to the customer waiting state, or that a specific button has been pressed. If the performance control microcontroller 91 determines that the predetermined condition has not been met (step S6801: NO), it terminates this process.
[0265] If the microcontroller 91 for performance control determines that a predetermined condition has been met (step S6801: YES), it determines whether or not there is a mechanism error (step S6802). The microcontroller 91 for performance control determines whether or not there is a mechanism error by checking whether or not the mechanism error flag is ON. If the microcontroller 91 for performance control determines that there is no mechanism error (step S6802: NO), it terminates this process.
[0266] If the performance control microcontroller 91 determines that a mechanism error is occurring (step S6802: YES), it turns off the mechanism error flag (step S6803). When the mechanism error flag is turned off, the performance control microcontroller 91 determines that the movable mechanism is no longer in an error state and operates the movable mechanism according to the scenario data for the movable mechanism. The scenario data for the movable mechanism is data for performing predetermined actions of the movable mechanism. After that, the performance control microcontroller 91 resets the value of the retry count to 0 (step S6804).
[0267] [Movable mechanism return to origin process] Figure 59 is a flowchart of the movable prop origin return process (Figure 36: step S4355). Here, the performance control microcontroller 91 sets an origin return scenario and moves the movable prop to the origin area when the movable prop is not in the origin area. Furthermore, if the movable prop does not move to the origin area even after executing the scenario to move the movable prop to the origin area a predetermined number of times, the prop error flag is turned ON, and the performance control microcontroller 91 performs a process to prevent the movable prop from operating until a predetermined condition is met.
[0268] The microcontroller 91 for controlling the effects determines whether or not there is a mechanism error (step S7001). If the microcontroller 91 determines that there is a mechanism error (step S7001: YES), it terminates this process.
[0269] If the microcontroller 91 for performance control determines that there is no malfunction in the moving part (step S7001: NO), it determines whether or not the scenario in the scenario data of the movable part has just finished (step S7002). If the microcontroller 91 for performance control determines that it has not just finished the scenario in the scenario data of the movable part (step S7002: NO), it terminates this process.
[0270] The microcontroller 91 for performance control determines whether the movable prop is in the origin region (step S7003) if it is immediately after the scenario data of the movable prop has finished (step S7002: YES). Whether the movable prop is in the origin region is determined by the detection sensor of the movable prop. When the signal of the detection sensor of the movable prop is ON, the movable prop is in the origin region. The movable prop is, for example, the first movable prop 14. The detection sensor of the movable prop is, for example, the first movable prop 14 detection sensor 14a.
[0271] The microcontroller 91 for performance control terminates this process if the movable object is in the origin area (step S7003: YES). If the movable object is not in the origin area (step S7003: NO), the microcontroller 91 for performance control checks the value of the retry count and determines whether the retry operation has been performed a predetermined number of times (step S7004). A retry operation is an operation to return to the origin that is performed again if the movable object fails to move to the origin area even after executing the scenario for returning to the origin.
[0272] The microcontroller 91 for performance control checks the value of the retry count and, if it determines that the retry operation has been performed a predetermined number of times (for example, 5 times) (step S7004: YES), it turns on the mechanism error flag (step S7007) and does not operate the movable mechanism until a predetermined condition is met. If the microcontroller 91 for performance control determines that the value of the retry count has not reached the predetermined number (step S7004: NO), it sets the origin return scenario data again (step S7005). In this case, the scenario data may be set to start the retry operation after a predetermined time (for example, 5 seconds) has elapsed. In this embodiment, even if the movable mechanism executes the origin return scenario, if the movable mechanism is unable to move to the origin area, the retry operation is started again immediately or after a predetermined time (for example, 5 seconds) has elapsed. However, the retry operation can be started again within a predetermined time (for example, 30 seconds) after it is determined that the movable mechanism was unable to move to the origin area.
[0273] Once the scenario data for returning to the origin is set, the microcontroller 91 for performance control operates the movable mechanism according to the scenario data for returning to the origin in the movable mechanism scenario execution proc...
Claims
[Claim 1] It is a gaming machine, The outer frame that forms the outer casing, Inside the outer frame, there is an inner frame that is attached to the outer frame so as to be openable and closable, A game board, which is attached to the inner frame and forms a game area, A front frame is attached to the front side of the outer frame and the inner frame so as to be openable and closable, and has an opening formed therein in which a glass unit is fitted so as to allow the game area of the game board to be visible, A launching device for launching game balls into the aforementioned game area, An image display unit that displays images, A game control unit that performs game control, A performance control unit that performs performance control based on a command from the aforementioned game control unit, Equipped with, A gaming machine characterized by the following features.