Gaming machine
The gaming machine enhances game amusement through customizable and emphasized performance elements, including images and sound effects, addressing the lack of excitement in conventional gaming machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KYORAKU IND CO LTD
- Filing Date
- 2024-12-25
- Publication Date
- 2026-07-07
Smart Images

Figure 2026112722000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventional gaming machines include those that execute a variable effect in which an effect symbol is variably displayed and then stopped based on the determination result of the determination information obtained when the acquisition condition is satisfied.
[0003] Among such gaming machines, there are those that execute an emphasized effect on the effect symbol (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in the gaming machines described in the above patent documents, there is room for improvement to enhance the amusement of the game, only by performing an emphasized effect on the effect symbol.
[0006] The present invention has been made in view of the above problems, and an object thereof is to provide a gaming machine capable of enhancing the amusement of the game.
Means for Solving the Problems
[0007] To solve the above problems, the present invention provides a gaming machine capable of performing special games (jackpot games, minor jackpot games) that are advantageous to the player, comprising a performance control means (performance control board 130) for controlling the execution of performances, wherein the performance control means allows the player to customize the performances by performing predetermined operations, can display images related to the customization (customization screen, customization in progress), can display notification images related to the operation (right-hand play large image MDG, promotion image SG during the decisive performance), can display predetermined images (opening background, SP reach background, SPSP reach background), can execute emphasis performances (display, operation, and sound of emphasis effect images) that emphasize the notification images displayed in front of the predetermined images, and can restrict the display of images related to the customization while the emphasis performances are being executed. [Effects of the Invention]
[0008] According to the present invention, it is possible to improve the enjoyment of games. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a perspective view of a portion of the front side of a gaming machine. [Figure 3] This is a perspective view of the gaming machine, excluding the glass frame. [Figure 4] This is a rear view of the gaming machine. [Figure 5] This is a block diagram of the gaming machine and its peripheral equipment. [Figure 6] This is a block diagram of the gaming machine and its peripheral equipment. [Figure 7] This diagram shows a list of messages related to communication between the main control board and the frame control board. [Figure 8] This is a flowchart showing the main processing of the main control board. [Figure 9] This is a flowchart showing the main processing of the main control board. [Figure 10] This is a flowchart showing the main processing of the main control board. [Figure 11] It is a flowchart showing the timer interrupt processing of the main control board. [Figure 12] It is a flowchart showing the input control processing of the main control board. [Figure 13] It is a flowchart showing the input processing of the first start port detection switch of the main control board. [Figure 14] It is a flowchart showing the special figure special power control processing of the main control board. [Figure 15] It is a flowchart showing the special symbol storage determination processing of the main control board. [Figure 16] It is a flowchart showing the jackpot determination processing of the main control board. [Figure 17] It is a diagram showing the jackpot determination table for special symbols. [Figure 18] It is a diagram showing the special symbol determination table. [Figure 19] It is a diagram showing the special figure variation pattern determination table for the non-time shortening state. [Figure 20] It is a diagram showing the special figure variation pattern determination table for the time shortening state. [Figure 21] It is a diagram showing the pre-determination table. [Figure 22] It is a flowchart showing the special symbol variation processing of the main control board. [Figure 23] It is a flowchart showing the special symbol stop processing of the main control board. [Figure 24] It is a flowchart showing the jackpot game processing of the main control board. [Figure 25] It is a flowchart showing the minor win game processing of the main control board. [Figure 26] It is a flowchart showing the jackpot game end processing of the main control board. [Figure 27] It is a diagram showing the game state setting table. [Figure 28] It is the game flow of the gaming machine. [Figure 29] It is a flowchart showing the acquisition upper limit management processing of the main control board. [Figure 30] This flowchart shows the process for updating the increment counter on the main control board. [Figure 31] This flowchart shows the activation determination process for the acquisition limit device on the main control board. [Figure 32] This flowchart shows the error control process of the main control board. [Figure 33] This is a flowchart showing the HC / tampering monitoring information management process of the main control board. [Figure 34] This diagram shows a list of messages related to communication between the frame control board and the dedicated unit. [Figure 35] This is a flowchart showing the main processing of the frame control board. [Figure 36] This flowchart shows the timer interrupt processing for the frame control board. [Figure 37] This flowchart shows the error control process for the frame control board. [Figure 38] This diagram shows the display content and display priority of the frame control display when various notification events occur. [Figure 39] This diagram shows the connection relationships between the gaming machine and other devices. [Figure 40] This diagram shows the information signals output from a gaming machine. [Figure 41] This diagram shows game information and test information that are output when various events occur. [Figure 42] This diagram shows game information and test information that are output when various events occur. [Figure 43] This diagram shows game information and test information that are output when various events occur. [Figure 44] This is a timing chart showing the output of various signals when a game ball enters the general prize slot. [Figure 45] This is a timing chart showing the output of various signals when a game ball enters the starting slot. [Figure 46] This is timing chart 1 related to the output of various signals when special symbols are displayed in a variable manner. [Figure 47]This is timing chart 2, showing the output of various signals when special symbols are displayed in a variable format. [Figure 48] This is a timing chart showing the output of various signals when the acquisition limit device is activated while the special symbols are being displayed in a variable manner. [Figure 49] This is a timing chart showing the output of various signals when the second jackpot game is executed. [Figure 50] This is a timing chart showing the output of various signals when the third jackpot game is executed. [Figure 51] This is a timing chart showing the output of various signals when transitioning to a time-saving game state after the end of a jackpot game. [Figure 52] This is a timing chart showing the output of various signals when the winning limit device is activated during a jackpot game. [Figure 53] This is a timing chart showing the output of various signals when the payout limit device is activated during the shortened play time state. [Figure 54] This is a timing chart showing the output of various signals when the glass frame / inner frame is opened. [Figure 55] This is a timing chart showing the output of various signals when radio wave detection errors or magnet detection errors occur. [Figure 56] This is a timing chart showing the output of various signals when a game ball enters the general prize slot while a communication error is occurring. [Figure 57] This is a timing chart showing the output of various signals when a game ball enters the starting slot while a communication error is occurring. [Figure 58] This is a timing chart showing the output of various signals when special symbols are displayed in a variable form during a communication error. [Figure 59] This is a timing chart showing the output of various signals when a 4-round jackpot game is played while a communication error occurs. [Figure 60] This is a timing chart showing the output of various signals when the game is controlled to a bonus round state during a communication error. [Figure 61]This is a flowchart showing the main processing of the production control unit. [Figure 62] This flowchart shows the timer interrupt processing for the performance control unit. [Figure 63] This is a flowchart showing the command analysis process of the performance control unit. [Figure 64] This diagram shows the type of notification event, the priority order of the notification events, and the notification method for the notification events. [Figure 65] This diagram shows the type of notification event, the priority order of the notification events, and the notification method for the notification events. [Figure 66] This diagram shows the type of notification event, the priority order of the notification events, and the notification method for the notification events. [Figure 67] This is a flowchart showing the icon change effect determination process of the performance control unit. [Figure 68] This figure shows the table for determining the final display mode of icons. [Figure 69] This is a diagram showing the change scenario determination table. [Figure 70] This is a flowchart showing the process for determining the winning notification animation in the performance control unit. [Figure 71] This diagram shows the table for determining the winning notification animation pattern. [Figure 72] This is a flowchart showing the process for determining the continuous preview effects in the performance control unit. [Figure 73] This diagram shows the table for determining the type of consecutive announcement. [Figure 74] This diagram shows the table for determining the type of consecutive announcement. [Figure 75] This diagram shows the table for determining the continuous preview sequence scenario. [Figure 76] This diagram shows the table for determining the continuous preview sequence scenario. [Figure 77] This is a flowchart showing the process for determining the variable performance pattern in the performance control unit. [Figure 78] This figure shows the table for determining the variation in the performance pattern. [Figure 79] This figure shows the table for determining the variation in the performance pattern. [Figure 80]It is a flowchart showing the hit preview performance determination process of the performance control unit. [Figure 81] It is a diagram showing the reach preview determination table. [Figure 82] It is a diagram showing the dialogue preview pattern determination table. [Figure 83] It is a diagram showing the step-up preview pattern determination table and the action preview pattern determination table. [Figure 84] It is a diagram showing the pseudo continuous performance pattern determination table. [Figure 85] It is a diagram showing the reach establishment performance pattern determination table. [Figure 86] It is a diagram showing the development performance pattern determination table. [Figure 87] It is a diagram showing the cut-in performance pattern determination table. [Figure 88] It is a diagram showing the fixed performance pattern determination table. [Figure 89] It is a diagram showing the re-drawing performance pattern determination table and the confirmed performance pattern determination table. [Figure 90] It is a diagram showing the performance example of the icon change performance. [Figure 91] It is a diagram showing the performance example of the winning preview performance. [Figure 92] It is a diagram showing the performance example of the advance chance mark performance. [Figure 93] It is a diagram showing the performance example of the advance effect performance. [Figure 94] It is a diagram showing the performance example of the advance action performance. [Figure 95] It is a diagram showing the performance example of the advance countdown performance. [Figure 96] It is a diagram showing the performance example of the step-up preview performance. [Figure 97] It is a diagram showing the performance example of the action preview performance. [Figure 98] It is a diagram showing the performance examples of the dialogue preview performance, the pseudo continuous performance, and the reach establishment performance. [Figure 99]This diagram shows examples of dialogue preview effects, pseudo-consecutive effect effects, and reach establishment effect effects. [Figure 100] This diagram shows an example of an emphasis effect used to highlight the dialogue window. [Figure 101] This figure shows an example of a background image in normal gameplay mode. [Figure 102] This figure shows examples of the animations for when a reach is achieved and for the development of a normal winning pattern. [Figure 103] This figure shows examples of the animations for the reach formation animation and the development animation for the screen shake development. [Figure 104] This figure shows examples of the animations for when a reach is achieved and the development of the screen destruction sequence. [Figure 105] This diagram shows an example of a cut-in animation. [Figure 106] This diagram shows an example of a successful climax sequence. [Figure 107] This diagram shows examples of how to stage a failed attempt at a certain outcome. [Figure 108] This figure shows a comparison of the emphasis effects during the operation of the first movable member. [Figure 109] This figure shows a comparison of images used to facilitate the operation. [Figure 110] This diagram shows examples of the jackpot gameplay animations that determine whether or not a normal RUSH occurs. [Figure 111] This diagram shows examples of the jackpot gameplay animations that determine whether or not a normal RUSH occurs. [Figure 112] This diagram shows examples of the jackpot gameplay animations that determine whether or not a normal RUSH occurs. [Figure 113] This diagram shows an example of a selection image presentation in a jackpot game animation. [Figure 114] This is a comparison diagram of the emphasis effects during jackpot gameplay. [Figure 115] This diagram shows an example of a variation animation that guarantees a higher-level RUSH mode during normal gameplay. [Figure 116] This diagram shows an example of a variation animation that guarantees a higher-level RUSH mode during normal gameplay. [Figure 117]This diagram shows examples of the jackpot gameplay animations that determine whether or not a high-level RUSH mode is achieved. [Figure 118] This diagram shows an example of the animation sequence for a big win (at the start of Round 1). [Figure 119] This diagram shows an example of the display at the jackpot entry point during a jackpot game. [Figure 120] This diagram shows an example of a variation animation that triggers a chance event during a higher-level RUSH. [Figure 121] This diagram shows an example of the result animation that is performed in the higher-level RUSH mode. [Figure 122] This diagram shows an example of the result animation that is performed in the higher-level RUSH mode. [Figure 123] This diagram shows an example of the effect used to highlight the remaining number of images. [Figure 124] This figure shows the configuration of notification images related to the operation. [Figure 125] This table shows the frequency of emphasis effects occurring. [Figure 126] This table shows the frequency of emphasis effects occurring. [Figure 127] This table shows the frequency of emphasis effects occurring. [Figure 128] This table shows the frequency of emphasis effects occurring. [Figure 129] This table shows the frequency of emphasis effects occurring. [Figure 130] This table shows the frequency of emphasis effects occurring. [Figure 131] This table shows the frequency of emphasis effects occurring. [Figure 132] This table shows the frequency of emphasis effects occurring. [Figure 133] This table shows the frequency of emphasis effects occurring. [Figure 134] This table shows the frequency of emphasis effects occurring. [Figure 135] This diagram shows the timing for when each emphasis effect can be executed in the variable effect sequence. [Figure 136] This diagram shows the timing for when each emphasis effect can be executed in the variable effect sequence. [Figure 137]This diagram shows the timing for when each emphasis effect can be executed in the variable effect sequence. [Figure 138] This diagram shows the timing for when each emphasis effect can be executed in the variable effect sequence. [Figure 139] This diagram shows the timing for when each emphasis effect can be executed in the variable effect sequence. [Figure 140] This diagram shows the timing for when each emphasis effect can be executed in the variable effect sequence. [Figure 141] This diagram shows the timing for when each emphasis effect can be executed in the variable effect sequence. [Figure 142] This diagram shows the timing for when custom highlight effects can be executed during a jackpot game. [Figure 143] This figure shows the number of times the emphasis effect can be executed for each variation effect pattern. [Figure 144] This timing chart shows the timing from the execution of various emphasis effects to the display of the effect symbols. [Figure 145] This diagram shows an example of a custom emphasis effect (during a variation effect). [Figure 146] This diagram shows an example of a custom highlight effect during a jackpot game. [Figure 147] This figure shows an example of a display screen during customization. [Figure 148] This is a flowchart showing the process for suggesting setting information in the performance control unit. [Figure 149] This diagram shows examples of presentations that suggest the settings. [Figure 150] This figure shows an example of a front view of a gaming machine in the second embodiment. [Figure 151] This is a block diagram of the gaming machine in the second embodiment. [Figure 152] This is the game flow of the gaming machine in the second embodiment. [Figure 153] This figure shows the opening configuration of the second start port of the gaming machine in the second embodiment. [Figure 154] This diagram illustrates the flow of events during the RUSH mode of the gaming machine in the second embodiment. [Figure 155]This diagram illustrates the flow of events during the RUSH mode of the gaming machine in the second embodiment. [Figure 156] This diagram illustrates the flow of events during the RUSH mode of the gaming machine in the second embodiment. [Figure 157] This diagram illustrates the flow of events during the RUSH mode of the gaming machine in the second embodiment. [Figure 158] This diagram illustrates the flow of events during the RUSH mode of the gaming machine in the second embodiment. [Figure 159] This is a timing chart illustrating the skip animation during normal gameplay in the second embodiment. [Figure 160] This is an animation diagram illustrating the skip animation during normal gameplay in the second embodiment. [Figure 161] This is an animation diagram illustrating the skip animation during normal gameplay in the second embodiment. [Figure 162] This is a timing chart illustrating the skip animation during normal gameplay in the second embodiment. [Figure 163] This is an animation diagram illustrating the skip animation during normal gameplay in the second embodiment. [Figure 164] This is an animation diagram illustrating the skip animation during normal gameplay in the second embodiment. [Figure 165] This figure shows the skip animation pattern determination table in the second embodiment. [Figure 166] This is a timing chart illustrating the skip animation during normal gameplay in the second embodiment. [Figure 167] This is a timing chart illustrating the skip animation during normal gameplay in the second embodiment. [Figure 168] This is an animation diagram illustrating the skip animation during normal gameplay in the second embodiment. [Figure 169] This is an animation diagram illustrating the skip animation during normal gameplay in the second embodiment. [Figure 170]This is a timing chart and animation diagram showing an example of a skip animation for the jackpot variation animation in the second embodiment. [Figure 171] This is an animation diagram illustrating the skip animation during the performance operation in the second embodiment. [Figure 172] This is an animation diagram showing the display mode during the skip animation in the second embodiment. [Figure 173] This is a timing chart illustrating another example of the skip effect in the second embodiment. [Figure 174] This is an animation diagram showing an example of a skip animation during pre-reading in the second embodiment. [Figure 175] This is an animation diagram showing an example of a preview animation at the start of a variation animation in the second embodiment. [Figure 176] This is an animation diagram showing an example of a preview animation at the start of a variation animation in the second embodiment. [Figure 177] This is an animation diagram showing an example of pre-operation notification and skip animation in the second embodiment. [Figure 178] This is an animation diagram showing examples of pre-operation notification and skip effects in the second embodiment, and examples of acquisition limit device operation and skip effects. [Modes for carrying out the invention]
[0010] (First Embodiment) The first embodiment of the present invention will be described in detail below with reference to the drawings.
[0011] (Composition of a gaming machine) First, the configuration of the gaming machine 1 will be explained using Figures 1 to 4. Figure 1 is a front view of the gaming machine 1, Figure 2 is a perspective view of a part of the front side of the gaming machine 1, Figure 3 is a perspective view of the gaming machine 1 excluding the glass frame 4, and Figure 4 is a rear view of the gaming machine.
[0012] The gaming machine 1 includes an outer frame 2, an inner frame 3 rotatably supported on the front side of the outer frame 2, a glass frame 4 rotatably supported on the front side of the inner frame 3, and a gaming board 5 in which a gaming area 5a is formed through which gaming balls (gaming media) flow.
[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, to which a decorative plate 2b is attached to the lower front surface, and is fixed to the island equipment of the amusement parlor via fastening members (for example, nails or fasteners).
[0014] The inner frame 3 has a recessed chamber-shaped game board mounting section 25 with an opening at the front for mounting the game board 5 from the front. It is detachably connected to the outer frame 2 via a first hinge mechanism 6 at one end in the horizontal direction (left side in Figure 3), and is rotatably supported with the first hinge mechanism 6 as the pivot point. Therefore, when the inner frame 3 is rotated relative to the outer frame 2 like a door, the back side of the inner frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the inner frame 3.
[0015] The glass frame 4 is detachably connected to the front side of the inner frame 3 via a second hinge mechanism 7 at one end in the horizontal direction (left side in Figure 3) so as to cover the front of the game board mounting portion 25 of the inner frame 3, and is rotatably supported with the second hinge mechanism 7 as the pivot point. Therefore, when the glass frame 4 is rotated relative to the inner frame 3 like a door, the game area 5a of the game board 5 and the front portion of the inner frame 3 can be opened and closed.
[0016] An opening 8 (window) is formed in the upper, approximately central part of the glass frame 4, opening in the front-to-back direction. A transparent member 8a (such as a glass plate or acrylic plate) is attached to close the opening 8 from the rear, allowing the game area 5a of the game board 5 attached to the game board mounting section 25 of the inner frame 3 to be visible through this opening 8 and the transparent member 8a.
[0017] Around the opening 8 of the glass frame 4, there is an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative LEDs, an operation unit 11 equipped with various operating devices (such as the performance button device 16 and selection button device 18 described later), a launching operation device 13 that can be operated to launch game balls, and a third image display device 72 (left sub-display device) and a fourth image display device 73 (right sub-display device) consisting of liquid crystal displays.
[0018] The audio output devices 9 are installed at intervals in two locations on the top and two locations on the bottom of the glass frame 4, and are designed to provide sound effects (music, voice) by outputting BGM (background music), SE (sound effects), etc. In addition, multiple frame lighting devices 10 are installed around the opening 8, and provide lighting effects by changing the direction of illumination and the color of light emitted by each lamp (LED). Furthermore, the frame lighting devices 10 are equipped with notification LEDs 10a that are controlled to light up when the inner frame 3 or glass frame 4 is opened, etc., and top lamps 10b that are controlled to light up when a predetermined effect is performed, etc.
[0019] The operation unit 11 has a shape that bulges forward, and a performance button device 16 that can be operated by the player is provided in the central part of the top surface, and a selection button device 18 that can be operated by the player is provided in the left part of the top surface, and a counting button 20 that can be operated by the player is provided between the performance button device 16 and the selection button device 18, and further back than the selection button device 18, and a game ball count indicator 135 for displaying the number of game balls (game value) owned by the player is provided behind the counting button 20.
[0020] Furthermore, an item storage area (placement section) may be provided in the operation unit 11 at a position that does not overlap with the game ball count display 135 (for example, a position slightly to the right on the upper surface of the operation unit) for the player to place items (mobile phone, drinks, cigarettes, etc.) to secure (play) the game machine 1.
[0021] The performance button device 16 is equipped with a performance button 17 that can be pressed by the player, a performance button detection switch 17a (see Figure 5) that detects the pressing operation on the performance button 17, and a button drive device 17b (see Figure 5) for driving the performance button 17, allowing the player to input predetermined information to the gaming machine 1.
[0022] The effect button 17 can perform a lighting effect by illuminating the effect button LED (full color), which is part of the frame lighting device 10 (see Figure 5), in a predetermined light emission pattern (for example, white, red, rainbow). Furthermore, it can move vertically between a standby position (home position) located below and an effect position located above by the driving force of the button drive motor, which is part of the button drive device 17b, and the home position is detected by a button position detection sensor (not shown). In addition, it can perform an effect operation by vibrating in a predetermined vibration pattern by the driving force of the button vibration motor, which is part of the button drive device 17b.
[0023] The selection button device 18 is equipped with a joystick 19 that the player can operate in the up, down, left, and right directions, and a joystick detection switch 19a (see Figure 5) for detecting operations on the joystick 19, allowing the player to input predetermined information to the gaming machine 1.
[0024] The counting button 20 is equipped with a counting button switch 20a for detecting pressing operations on the counting button 20. By operating this switch, the number of game balls owned by the player (game value) displayed on the game ball count display 135 can be counted (linked to identification information stored on a storage medium such as a membership card or visitor card inserted into a dedicated unit 170 installed alongside the game machine 1, and stored and settled on the card itself or in the hall computer described later).
[0025] The launching device 13 includes a base 14 fixed to the glass frame 4, a launching handle 15 rotatably mounted on the base 14, a touch sensor 15a (see Figure 5) that detects when the player's hand is touching the launching handle 15, and a launching volume 15b (see Figure 5) which consists of a variable resistor whose resistance value changes depending on the rotation angle of the launching handle 15. It is possible to perform a lighting effect by lighting the launching handle light-emitting device (not shown), which is part of the frame lighting device 10 (see Figure 5), in a predetermined lighting pattern.
[0026] Furthermore, when a launch permission signal is input from both the main control device 110A and the frame control device 120A (described later), when the touch sensor 15a detects that the player's hand is touching the launch handle 15, and when the launch volume 15b detects that the launch handle 15 is being rotated, the ball feeding unit 91 (described later) is driven to send game balls one by one to the launching platform of the launching device 92 (described later), and the launching device 92 launches them into the game area 5a of the game board 5. In this embodiment, the sending of game balls to the launching platform and the subsequent launching of game balls operate as a single set, so even if the player releases their hand from the launch handle 15 at the timing when the game balls are sent to the launching platform (before the game balls are launched), the game balls will still be launched from the launching platform.
[0027] The third image display device 72 and the fourth image display device 73 display various effects and game-related information according to the progress of the game. Specifically, they display volume adjustment images to adjust the volume of game sounds output from the sound output device 9, light intensity adjustment images to adjust the light intensity of various lighting devices and various image displays, and customization images to customize game effects. The customization image may also be displayed on the first image display device 70. Displaying the customization image on the first image display device 70 includes displaying the entire customization image or displaying a part of the customization image.
[0028] The inner frame 3 is provided with a recessed game board mounting section 25 for mounting the game board 5 through a front opening, a ball circulation mechanism 90 for collecting game balls launched from the launcher 92 into the game area 5a for reuse within the game machine 1 and supplying them back to the launcher 92, a locking mechanism 27 for locking the glass frame 4 in a closed state, a glass frame opening detection switch 31a (see Figure 5) for detecting the opening (opening / closing) of the glass frame 4, an inner frame opening detection switch 31b (see Figure 5) for detecting the opening (opening / closing) of the inner frame 3, and a radio wave detection sensor 58c (see Figure 5) for detecting abnormal radio waves.
[0029] The ball circulation mechanism 90 includes a launching device 92 for launching game balls toward the game area 5a, a ball feeding unit 91 for sending game balls one by one to the launching platform of the launching device 92, a lifting and polishing device 95 for lifting the supplied game balls while polishing them, a ball passage unit 94 for allowing game balls that have flowed down the game area 5a to flow down to the entrance of the lifting and polishing device 95, and for allowing game balls lifted by the lifting and polishing device 95 to flow down to the entrance of the ball feeding unit 91, and a foul ball passage unit 93 for allowing game balls that have been launched by the launching device 92 but have returned without flying into the game area 5a (foul balls) to join the ball passage unit 94.
[0030] The ball feeding unit 91 is equipped with a subtraction inlet switch 91b (see Figure 5) for detecting game balls that have flowed down the ball passage unit 94, a subtraction solenoid 91a (see Figure 5) for sending the game balls detected by the subtraction inlet switch 91b to the launching device 92, and a subtraction outlet switch 91c (see Figure 5) for detecting the game balls that have been sent to the launching device 92 by the operation of the subtraction solenoid 91a.
[0031] The launching device 92 is equipped with a launching platform (not shown) where game balls sent from the ball feeding unit 91 are held, a launching platform switch 92a (see Figure 5) for detecting game balls held on the launching platform, and a launching solenoid 92b (see Figure 5) for operating a launching hammer (not shown) for launching game balls held on the launching platform.
[0032] The foul ball passage unit 93 is equipped with a foul ball passage (not shown) for directing game balls that have returned without flying into the game area 5a (foul balls) to the ball passage unit 94, and a foul ball switch 93a (see Figure 5) for detecting game balls flowing down the foul ball passage.
[0033] The rear portion of the ball passage unit 94 is provided with a prize ball passage (not shown) for collecting and flowing down game balls that have entered various prize holes provided in the game area 5a, a prize passage count switch 94a (see Figure 5) for detecting game balls (prize balls) flowing down the prize ball passage, a non-prize ball passage (not shown) for collecting and flowing down game balls that have flowed into the out holes without entering any of the prize holes, a non-prize passage count switch 94b (see Figure 5) for detecting game balls (out balls) flowing down the non-prize ball passage, a confluence passage (not shown) for confluence the game balls that have flowed down the prize ball passage, the game balls that have flowed down the non-prize ball passage, and the game balls that have flowed down the foul ball passage and supply them to the lifting and polishing device 95, and a lift-down switch 94d (see Figure 5) at the downstream end of the confluence passage for detecting the game balls that are being supplied to the lifting and polishing device 95.
[0034] Furthermore, the front portion of the ball passage unit 94 is provided with a lifting ball passage (not shown) for supplying game balls lifted by the lifting and polishing device 95 to the ball feeding unit 91, a lift-up switch 94c (see Figure 5) at the upstream end of the lifting ball passage for detecting game balls lifted by the lifting and polishing device 95, an excess sensor 94e (see Figure 5) located in the middle section of the lifting ball passage (downstream of the lift-up switch 94c) for detecting an excess (surplus) of game balls waiting in the lifting ball passage (circulating game balls), an excess sensor 94f (see Figure 5) located in the downstream section of the lifting ball passage (downstream of the excess sensor 94e) for detecting an insufficient (shortage) of game balls waiting in the lifting ball passage (circulating game balls), and a ball removal lever (not shown) for removing game balls from the game machine through a ball removal opening (not shown) located at the downstream end of the lifting ball passage (downstream of the excess sensor 94f).
[0035] The lifting and polishing device 95 is equipped with a lift section (not shown) for lifting game balls using the driving force of a motor, a lift origin switch (not shown) for confirming the origin position of the lift section, polishing material (not shown) for polishing the game balls lifted by the lift section, and a polishing material confirmation switch (not shown) for detecting that the polishing material is installed.
[0036] The locking mechanism 27 is located on the right side of the game board mounting section 25, with the front end of the cylinder, where the keyhole is formed, exposed to the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and rotated in one direction, the lock on the inner frame 3 is released, allowing the inner frame 3 to be opened and closed. When rotated in the other direction, the lock on the glass frame 4 is released, allowing the glass frame 4 to be opened and closed.
[0037] A curved inner rail 35 and an outer rail 36 are provided near the outer edge of the game board 5, and a game area 5a is formed in the area enclosed by the inner rail 35 and the outer rail 36, through which game balls can flow down. A ball guide path 38 is also formed between the inner rail 35 and the outer rail 36 to guide game balls launched by the launching device 92 to the upstream part of the game area 5a. An out opening 39 is formed at the downstream end of the game area 5a to guide the flowing game balls out of the game area (ball passage unit 94).
[0038] Approximately in the center of the game area 5a, a frame-shaped decorative frame 40, known as a center case, is provided to restrict the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left game area through which game balls launched with a first launch force flow down, and a right game area through which game balls launched with a second launch force stronger than the first launch force flow down. The left game area and the right game area are connected below the decorative frame 40.
[0039] A warp device 41 is provided on the left side of the decorative frame 40 to introduce game balls flowing down the left side game area into the interior of the decorative frame 40, and a stage section 42 is provided at the bottom of the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow downwards from the decorative frame 40.
[0040] To the lower left of the decorative frame 40, there are three general prize slots 43 spaced apart from each other, into which game balls can be entered at any time. To the lower right of the decorative frame 40, there is one general prize slot 43 into which game balls can be entered at any time. When a game ball that has entered one of these general prize slots 43 is detected by the general prize slot detection switch 43a (see Figure 6), a predetermined number of game balls (for example, 5 balls) are added to the number of game balls owned by the player (game value) as prize balls (granting of game benefits), and the number of game balls displayed on the game ball count display 135 and the frame control display 125, which will be described later, is updated.
[0041] Below the stage section 42, there is a first start opening 45 (start entry area for the first special symbol) into which game balls can be entered at any time. When a game ball that has entered this first start opening 45 is detected by the first start opening detection switch 45a (see Figure 6), a predetermined number of game balls (for example, 3 balls) are added to the number of game balls owned by the player (game value) as prize balls (granting of game benefits), and the number of game balls displayed on the game ball count display 135 and the frame control display 125, which will be described later, is updated. In addition, the right to make a jackpot determination to determine whether or not to execute a special game (jackpot game) is granted (special symbol determination information, which will be described later, is stored).
[0042] Below the decorative frame 40 and diagonally below and to the right of the first starting opening 45, there is a variable starting unit 46 that can be converted from a closed state in which it is impossible or difficult for the game ball to enter (enter the game) to an open state in which it is possible or easy for the game ball to enter, based on the fulfillment of predetermined conditions (winning in the winning determination described later).
[0043] The variable starting unit 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a passage for game balls, and is equipped with a second starting port opening / closing member 48 that is movable in the front-rear direction, a second starting port 47 (starting prize area for the second special symbol) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see Figure 6) that detects game balls that have entered the second starting port 47, and a second starting port opening / closing solenoid 48b (see Figure 6) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (prize entry restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (prize entry allowable position).
[0044] Then, when a game ball enters the second start port 47, which has been opened during the auxiliary game described later, and is detected by the second start port detection switch 47a (see Figure 6), a predetermined number of game balls (for example, 2) are added to the number of game balls owned by the player as prize balls (granting of game benefits), and the number of game balls displayed on the game ball count display 135 and the frame control display 125 described later is updated. In addition, the right to make a jackpot determination to determine whether or not to execute a special game (jackpot game) is granted (special symbol determination information described later is stored).
[0045] Furthermore, it is desirable to design the second start port opening / closing member 48 in such a way that it cannot be moved manually. Also, even if the second start port opening / closing member 48 can be opened manually, it is desirable to set the payout of prize balls due to balls entering the second start port 47 to "0".
[0046] The right-side game area, which is to the right of the decorative frame 40, is provided with an upstream channel 85a into which all game balls launched toward the right-side game area flow, a central channel 85b into which almost all game balls that flow out from the upstream channel 85a flow, a left-side channel 85c into which game balls that bounce to the left without flowing into the central channel 85b flow, a right-side channel 85d into which game balls that bounce to the right without flowing into the central channel 85b flow, a first downstream channel 85e into which almost all game balls that flow out from the central channel 85b and the right-side channel 85d flow, and a second downstream channel 91f into which game balls that bounce to the left without flowing into the first downstream channel 85e and game balls that flow out from the left-side channel 85c flow (see Figure 2(b)).
[0047] At the upstream end of the central channel 85b, there is a regular symbol gate 44 (starting area for regular symbols) through which game balls can pass at all times. When a game ball that has passed through the regular symbol gate 44 is detected by the gate detection switch 44a (see Figure 6), no prize balls (game bonuses) are awarded, but the player is granted the right to make a winning determination to decide whether or not to perform the auxiliary game (opening the second starting opening 47, described later) (regular symbol determination information, described later, is stored).
[0048] In the middle of the central channel 85b, there is a first variable prize entry section 49 (first variable prize entry device) that can be converted from a closed state in which it is impossible or difficult for game balls to enter (enter the prize) to an open state in which it is possible or easy for game balls to enter, based on the fulfillment of predetermined conditions (that a prize has been determined in the prize-winning judgment).
[0049] The first variable prize section 49 (variable prize device) has an upper surface that slopes downward in the left-right direction (right side in Figure 1) to serve as a flow path for game balls, and is equipped with a first large prize opening opening / closing member 51 that is movable in the front-rear direction, a first large prize opening 50 (prize area) that opens upward directly below the first large prize opening opening / closing member 51, a first large prize opening detection switch 50a (see Figure 6) that detects game balls that have entered the first large prize opening 50, and a first large prize opening opening / closing solenoid 51b (see Figure 6) that converts the first large prize opening 50 to a closed state by moving the first large prize opening opening / closing member 51 forward (prize restriction position) and converts the first large prize opening 50 to an open state by moving the first large prize opening opening / closing member 51 backward (prize allowance position).
[0050] Then, during a minor prize game as described later, when the first large prize opening opening / closing member 51 moves backward and the first large prize opening 50 changes from a closed state to an open state, when the game balls that were flowing down the upper surface of the first large prize opening opening / closing member 51 or the game balls that have reached the first large prize opening 50 enter the first large prize opening 50 and are detected by the first large prize opening detection switch 50a, a predetermined number of game balls (for example, 10 balls) are added to the number of game balls owned by the player as prize balls (granting of game benefits), and the number of game balls displayed on the game ball count display 135 and the frame control display 125 described later are updated.
[0051] Furthermore, downstream of the first major prize-winning opening detection switch 50a, there is a specific area opening / closing member 52 whose upper surface slopes downward in the left-right direction (right side in the figure) to form a flow path for game balls and which is movable in the front-back direction, a specific area 53 that opens upward directly below the specific area opening / closing member 52, a specific area detection switch 53a (see Figure 6) that detects game balls that have flowed into the specific area 53, a flow path switching solenoid 52b that converts the specific area 53 to a closed state by moving the specific area opening / closing member 52 forward (prize-restricted position) and converts the specific area 53 to an open state by moving the specific area opening / closing member 52 backward (prize-allowed position), and an outlet 54 into which game balls that have not flowed into the specific area 53 enter.
[0052] Then, when a game ball passes through (enters) a specific area 53 that has been opened during a minor win game (described later), and this game ball is detected by the specific area detection switch 53a, no prize balls are awarded, but a major win game (described later) is executed after the minor win game ends.
[0053] Alternatively, instead of providing the specific area opening / closing member 52, the specific area 53, and the specific area detection switch 53a, the first large prize opening detection switch 50a may be designated as the specific area, and when a game ball enters the first large prize opening, which is opened during the minor prize game described later, it may be detected by the first large prize opening detection switch 50a so that the major prize game described later is executed after the minor prize game ends.
[0054] In this embodiment, the jackpot game and the minor jackpot game, which convert the large prize slot into an open state, are treated as special games that are advantageous to the player. However, there are cases where the jackpot game is treated as a special game and the minor jackpot game is treated as a specific game.
[0055] In the middle of the first downstream channel 85e, there is a second variable prize entry section 55 (second variable prize entry device) that can be converted from a closed state in which it is impossible or difficult for game balls to enter (enter the prize) to an open state in which it is possible or easy for game balls to enter, based on the fulfillment of predetermined conditions (that a prize has been determined in the prize-winning judgment).
[0056] The second variable prize section 55 (second variable prize device) has an upper surface that slopes downward in the left-right direction (left side in the figure) to form a flow path for game balls (forming a part of the bottom surface of the first downstream flow path 85e), and is provided with a second large prize opening opening / closing member 57 that is movable in the front-rear direction, a second large prize opening 56 (prize area) that opens upward directly below the second large prize opening opening / closing member 57, a second large prize opening detection switch 56a that detects game balls that have entered the second large prize opening 56, and a second large prize opening opening / closing solenoid 57b (see Figure 6) that converts the second large prize opening 56 to a closed state by moving the second large prize opening opening / closing member 57 forward (prize restriction position) and converts the second large prize opening 56 to an open state by moving the second large prize opening opening / closing member 57 backward (prize allowance position).
[0057] Then, during a jackpot game, the second large prize opening opening / closing member 57 moves backward and the second large prize opening 56 changes from a closed state to an open state. At this point, the game balls that were flowing down the upper surface of the second large prize opening opening / closing member 57 and the game balls that have reached the second large prize opening 56 enter the second large prize opening 56. When these game balls are detected by the second large prize opening detection switch 56a, a predetermined number of game balls (for example, 10) are added to the number of game balls owned by the player as prize balls (granting of game benefits), and the number of game balls displayed on the game ball count display 135 and the frame control display 125 (described later) is updated.
[0058] Furthermore, the front of the right-side game area is covered by a decorative member 85 that allows visibility to the rear. On the back surface of the decorative member 85, in front of the central channel 85b (directly above the first large prize opening opening member 51), multiple forward projections 85b2 are provided at intervals, projecting backward. In addition, multiple rear projections 85b1 are provided on the back wall of the central channel 85b (directly above the first large prize opening opening member 51) in an alternating pattern with the forward projections 85b2. The rear projections 85b1 and the forward projections 85b2 form a meandering channel, which reduces the flow velocity (flow force) of the game balls in the central channel 85b (especially on the upper surface of the first large prize opening opening member 51). As a result, it takes 1 second for the game balls to flow down the upper surface of the first large prize opening opening member 51 from the upstream end to the downstream end.
[0059] Furthermore, on the back surface of the decorative member 85, in front of the first downstream channel 85e (directly above the second large prize opening opening member 57), a plurality of forward projections 85c2 are provided at intervals, projecting backward. In addition, on the back wall of the first downstream channel 85e (directly above the second large prize opening opening member 57), a plurality of rear projections 91c1 are provided, alternating with the forward projections 85c2. The rear projections 91c1 and the forward projections 85c2 form a meandering channel, which reduces the flow velocity (flow force) of the game balls in the first downstream channel 85e (especially on the upper surface of the second large prize opening opening member 57). As a result, it takes 1 second for the game balls to flow down the upper surface of the second large prize opening opening member 57 from the upstream end to the downstream end.
[0060] The game balls launched into the left-side game area either flow down along the outer edge of the decorative frame 40, or flow into the warp device 41 and then down through the stage section 42, either entering one of the three general prize slots 43 or the first start slot 45 located below the decorative frame 40, or flowing into the out slot 39. Therefore, they do not enter (pass through) the general gate 44, general prize slots 43, first variable prize slot 49 (first large prize slot 50), or second variable prize slot 55 (second large prize slot 56) located in the right-side game area.
[0061] Furthermore, game balls launched into the right-side game area flow down through the channel on the right side of the decorative frame 40, and almost all of them pass through the general gate 44 before either entering one of the general prize slots 43, variable start slot 46 (second start slot 47), first variable prize slot 49 (first major prize slot 50), or second variable prize slot 55 (second major prize slot 56) located in the right-side game area, or flowing into the out slot 39. Therefore, they will not enter the general prize slot 43 or first start slot 45 located in the left-side game area.
[0062] On the back of the game board 5, there is a safe ball channel that receives and flows down safe balls (winning balls) that have entered the general winning slot 43, the first starting slot 45, the second starting slot 47, the first major winning slot 50, and the second major winning slot 56, and then flows into the winning ball channel of the ball channel unit 94. There is also an out ball channel that receives and flows down out balls (non-winning balls) that have entered the out slot 39, and then flows into the non-winning ball channel of the ball channel unit 94. An out ball detection switch 39a (see Figure 6) for detecting out balls is provided at the downstream end of the out ball channel.
[0063] Furthermore, when the minor prize game is not in operation, it is desirable to design the first major prize opening opening / closing member 51 so that it cannot be moved manually. Also, when the major prize game is not in operation, it is desirable to design the second major prize opening opening / closing member 57 so that it cannot be moved manually. Furthermore, even if the first large prize slot opening / closing member 51 can be opened manually, it is desirable to set the payout of prize balls due to balls entering the first large prize slot 50 to "0". Similarly, even if the second large prize slot opening / closing member 57 can be opened manually, it is desirable to set the payout of prize balls due to balls entering the second large prize slot 56 to "0". In addition, if a ball enters, it is desirable to notify the player using the sound output device 9 or the frame lighting device 10.
[0064] Outside the game area 5a, a main information display device 59 is provided, consisting of a first special symbol indicator 60, a second special symbol indicator 61, a regular symbol indicator 62, a first special symbol hold indicator 63, a second special symbol hold indicator 64, a regular symbol hold indicator 65, a round number indicator 66, a right-hand play indicator 67, a status confirmation indicator 68, and a game status indicator (not shown). This main information display device 59 is composed of multiple LEDs.
[0065] The first special symbol indicator 60 is a variable indicator that displays (notifies) the result of the jackpot determination for the first special symbol, which is performed based on the entry (entry) of a game ball into the first starting opening 45. The second special symbol indicator 61 is a variable indicator that displays (notifies) the result of the jackpot determination for the second special symbol, which is performed based on the entry (entry) of a game ball into the second starting opening 47. The regular symbol indicator 62 is a variable indicator that displays (notifies) the result of the win determination for the regular symbol, which is performed based on the entry (passage, entry) of a game ball into the general entry opening 43 or the regular symbol gate 44, which also serve as the starting area for the regular symbols.
[0066] The jackpot determination refers to the process of acquiring special symbol determination information (random values for jackpot determination, random values for special symbol determination, random values for reach determination, random values for special symbol variation pattern determination, etc.) when a game ball enters the first start opening 45 or the second start opening 47, and then determining whether or not to execute a jackpot game based on the acquired special symbol determination information.
[0067] Then, when a jackpot is determined based on a game ball entering the first starting opening 45, the first special symbol display 60 displays a changing display of the first special symbol (a cycle of changing into multiple display modes is performed multiple times), and after a predetermined time has elapsed, the first special symbol is stopped to announce the determination result. Also, when a jackpot is determined based on a game ball entering the second starting opening 47, the second special symbol display 61 displays a changing display of the second special symbol, and after a predetermined time has elapsed, the second special symbol is stopped to announce the determination result.
[0068] The first special symbol indicator 60 and the second special symbol indicator 61 are each composed of eight LEDs, and in the display of each special symbol, the lighting pattern (display pattern) of the LEDs changes sequentially (moving lighting) into eight different types at a predetermined period (32ms), and this cycle of changes is performed multiple times, with one cycle (256ms) being one cycle. When a special symbol is stopped, the LEDs light up for a predetermined stop time (0.5 seconds) in a pattern that indicates the result of the jackpot judgment (jackpot pattern, minor jackpot pattern, or losing pattern).
[0069] In this embodiment, "jackpot" refers to the state in which it is determined in the jackpot determination that a jackpot game (special game) will be executed. "Jackpot game" refers to a game state that is advantageous to the player, in which a round game is played for a predetermined number of times (for example, 4 times, 10 times, etc.) with intervals in between, in which the player is more likely to win prize balls.
[0070] In addition, the maximum number of times the second large prize slot 56 opens and the maximum opening time for each round of gameplay are predetermined. However, even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 10 balls) enter the second large prize slot 56, one round of gameplay ends. In addition, in this embodiment, it is possible to execute any of several types of jackpot games (special games) that offer different degrees of advantage to the player.
[0071] Furthermore, "minor win" refers to a state in which it is decided to perform a minor win game (special game) during the big win determination process. "Minor win game" refers to a game state that is advantageous to the player in which the first major prize entry point 50 is changed from a closed state to an open state in a manner less favorable than a big win game, making it easier for the player to win prize balls.
[0072] In the case of a minor win, the maximum opening time (1.8 seconds) of the first large prize slot 50 is predetermined. However, even before the maximum opening time is reached, if a predetermined number of game balls (for example, 10 balls) enter the first large prize slot 50, the minor win ends. Unlike the big win, the game state does not change simply by the execution of a minor win.
[0073] The hit determination refers to the process of acquiring normal symbol determination information (random values for hit determination, random values for normal symbol determination, random values for normal symbol variation pattern determination, etc.) based on the entry (passage, entry) of game balls into the general prize entry 43 or normal symbol gate 44, which also serve as the starting area for normal symbols, and determining whether or not to execute an auxiliary game based on the acquired normal symbol determination information. When a hit determination is made, the normal symbol display 62 displays the variation of the normal symbols, and after a predetermined time has elapsed, the normal symbols are displayed to indicate the determination result.
[0074] The regular symbol display unit 62 is composed of three LEDs, and the LEDs flash at predetermined intervals or in a predetermined sequence when displaying the variation of the regular symbols. When the regular symbols are stopped, the LEDs light up in a manner that notifies the result of the auxiliary game judgment (win or loss).
[0075] In this embodiment, "winning" refers to the state in which it is determined in the auxiliary game determination to execute an auxiliary game (winning game). "Auxiliary game" refers to a game state in which the second start opening 47 is opened in a predetermined manner.
[0076] In addition, the maximum number of times the second starting port 47 opens and the maximum opening time in the auxiliary game (winning game) are predetermined, but even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 10 balls) enter the second starting port 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is a game state in which the conditions for starting the variation display of the second special symbol are more likely to be met. In addition, in this embodiment, multiple types of auxiliary games (winning games) with different degrees of advantage to the player are provided.
[0077] The first special symbol hold indicator 63 consists of two LEDs and is used to display the number of first special symbol hold items (U1), which is the number of special symbol judgment information (first hold items) stored when a game ball enters the first start opening 45. It lights up or flashes in a manner that indicates the number of first hold items. Up to four first hold items can be stored, but it may be less than or more than four.
[0078] The second special symbol hold indicator 64 is composed of two LEDs and is used to display the number of second special symbol hold items (U2), which is the number of special symbol judgment information (second hold items) stored when a game ball enters the second start opening 47. It lights up or flashes in a manner that indicates the number of second hold items. Up to four second hold items can be stored, but it may be less than four, more than four, or the second hold items may not be stored at all.
[0079] The regular symbol hold indicator 65 consists of two LEDs and is used to display the number of regular symbol hold information (regular symbol hold) that is stored when a game ball enters (passes through) the regular symbol gate 44. It lights up or flashes in a manner that indicates the number of regular symbol hold information. Up to four regular symbol hold information can be stored, but it may be less than four, more than four, or no regular symbol hold information may be stored at all.
[0080] The first special symbol display unit 60 and / or the second special symbol display unit 61 can be made up of 7-segment LEDs. For example, if a jackpot is determined in the jackpot determination, a number such as "3" or "7" can be stopped and displayed, and if a loss is determined, "-" can be stopped and displayed, and during the variation display, the lights can alternate between off and "-".
[0081] The round number indicator 66 consists of six LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. The LEDs start lighting up in a predetermined manner to indicate the number of rounds at the start of the jackpot game, remain lit throughout the jackpot game, and turn off at the end of the jackpot game. For example, if the jackpot game has 4 rounds, only the leftmost LED will light up, and if the jackpot game has 10 rounds, all LEDs will light up.
[0082] The right-hand shooting indicator 67 consists of a single LED and is used to prompt the player to shoot the game ball towards the right-hand game area (so-called right-hand shooting). Basically, the LED does not light up during normal gameplay, but lights up during jackpot mode (special gameplay) and during the time-saving gameplay mode described later.
[0083] The status indicator 68 consists of one LED and is used to perform a notification indicating that the player is in the time-saving game state, as described later. The LED lights up when the time-saving game state starts and turns off when the time-saving game state ends.
[0084] The game status indicator (not shown) consists of one LED and is used to notify that the game is in a time-saving game state, as described later. When the game machine 1 is powered on, the LED lights up if the game is in a time-saving game state, and then turns off when the time-saving game state ends (the game state changes).
[0085] Inside the game area 5a, a sub-information display device 80 is provided, consisting of a sub-first variable indicator, a sub-second variable indicator, a sub-first hold indicator, a sub-second hold indicator, a sub-normal diagram variable indicator, a sub-normal diagram hold indicator, and a sub-right-hand shooting indicator. This sub-information display device 80 is basically composed of LEDs.
[0086] The sub-first variable indicator is used to indicate (notify) whether the first special symbol is currently being displayed in a variable state, and the sub-second variable indicator is used to indicate (notify) whether the second special symbol is currently being displayed in a variable state. Each of these indicators consists of one LED. When the variable state of the corresponding special symbol begins to be displayed, the LED blinks at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), causing the first lamp symbol LZ1 or the second lamp symbol LZ2 to be displayed in a variable state. When the corresponding special symbol is displayed in a stopped state, the LED turns off.
[0087] Additionally, the results of the special symbol jackpot determination may be announced on the sub-first and sub-second variation indicators. In this case, the LED should light up if it is a jackpot and turn off if it is a loss.
[0088] The sub-first hold indicator displays the number of first hold information (first special symbol hold number), which will be described later, and the sub-second hold indicator displays the number of second hold information (second special symbol hold number), which will be described later. Each indicator consists of two LEDs. When the hold number is "0", both the left and right LEDs are off. When the hold number is "1", the left LED lights up and the right LED is off. When the hold number is "2", both the left and right LEDs light up. When the hold number is "3", the left LED blinks and the right LED lights up. When the hold number is "4", both the left and right LEDs blink.
[0089] The sub-symbol variation indicator is used to display (notify) the result of the winning lottery and consists of a single LED. When the variation display of the regular symbols begins, the LED blinks (variation display) at predetermined intervals. When the regular symbols are displayed in a stopped state, the mode indicating the result of the winning lottery (lit up for a win, off for a loss) is displayed in a stopped state.
[0090] Furthermore, in the sub-normal symbol variation indicator, it may be configured so that only whether or not a normal symbol variation is being displayed can be determined, by having it blink when a normal symbol variation is being displayed and then light up or turn off when it is stopped.
[0091] The sub-normal-number-of
[0092] The sub-right-hand shooting indicator is designed to encourage players to shoot the game ball towards the right-hand area of the game area 5a (so-called right-hand shooting), and consists of a single LED. The LED lights up during the jackpot state (special game) and the time-saving state, and turns off during all other game states.
[0093] A first image display device 70 (main display device), which is a liquid crystal display, is provided at the back of the performance space 40a defined inside the decorative frame 40. A second image display device 71 (central sub-display device), which is a liquid crystal display smaller in size and display area than the first image display device 70, is provided at the lower part of the performance space 40a and in front of the first image display device 70. A movable performance device 77 for executing motion effects is provided at the upper part of the performance space 40a.
[0094] The first image display device 70 and the second image display device 71 display various effects according to the progress of the game. These effects include a demo effect for waiting for the customer, which is performed when the special symbol variation display is not in progress; a variation effect involving the variation display of multiple effect symbols 70a, which is performed when the special symbol variation display is in progress; a variation display (update variation) of the special symbol TZ (the so-called fourth symbol), which is performed when the special symbol variation display is in progress; and a jackpot effect, which is performed when a jackpot game is in progress.
[0095] Furthermore, the second image display device 71 can perform a movement effect by moving with a liquid crystal movable device (not shown) composed of a solenoid, motor, etc., while the first image display device 70 is performing a variation effect.
[0096] Specifically, the movement effect is performed by moving vertically (up and down) between a standby position (lower position) located near the edge of the first image display device 70 and an effect position (upper position) located near the center of the first image display device 70. The movement direction of the second image display device 71 may be set to the left and right or forward and backward directions, or the movement effect may be performed by operating the effect button 17.
[0097] The display section (effective display area) of the first image display device 70 includes a variable display area for displaying three performance symbols 70a (left symbol, middle symbol, and right symbol), and a display area for executing display effects (such as displaying a background image) according to the performance mode related to the execution of the variable performance.
[0098] The performance symbols 70a are composed of symbols representing numbers from "1" to "9," for example, and begin displaying variations in response to the start of the variation display of special symbols performed by the first special symbol display unit 60 and the second special symbol display unit 61, and display a stop when the variation display of special symbols stops. Furthermore, symbols representing letters such as "A" to "F" may also be used as the performance symbols 70a.
[0099] The display symbols 70a are set to stop and display for a predetermined time (for example, 0.5 seconds) in a manner that indicates the result of the jackpot determination (miss pattern, jackpot pattern). Jackpot patterns are combinations of the same display symbols 70a, such as "777" or "555", while miss patterns are all other patterns.
[0100] In addition, while the display of the changing symbols 70a is shown as scrolling vertically, it may also scroll horizontally, or it may switch or rotate (rotate) in place.
[0101] Furthermore, during the display of the changing symbols 70a (changing animation), various animation images and movies, such as background images and characters, are displayed on the first image display device 70 and the second image display device 71, depending on the result of the jackpot determination, thereby increasing the player's anticipation for the execution of a jackpot game (special game).
[0102] The first image display device 70 includes a first reserve icon display area 70B for displaying a number of first reserve icons (first reserve information) corresponding to the number of first special symbol reserves (U1) in a normal game state, a second reserve icon display area 70D for displaying a number of second reserve icons (second reserve information) corresponding to the number of second special symbol reserves (U2) in a time-saving game state described later, an icon display area 70C for displaying an icon (execution information) indicating that a variation effect is being executed, a first reserve number display area 70E for displaying the number of first special symbol reserves (U1) numerically, and a second reserve number display area 70F for displaying the number of second special symbol reserves (U2) numerically.
[0103] The first reserved icon display area 70B is divided into the first display section (first area), the second display section (second area), the third display section (third area), and the fourth display section (fourth area), starting from the side closest to the icon display area 70C. The first to fourth display sections display a number of first reserved icons corresponding to the first special symbol reserved number (U1).
[0104] Specifically, in the first display area 70B of the first hold icon display area, the first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed first is displayed in the first display section, the second hold icon indicating the first hold information for which the variation display of the first special symbol will be performed second is displayed in the second display section, the third hold icon indicating the first hold information for which the variation display of the first special symbol will be performed third is displayed in the third display section, and the fourth hold icon indicating the first hold information for which the variation display of the first special symbol will be performed fourth is displayed in the fourth display section.
[0105] The second hold icon display area 70D is divided into the first display section (first area), the second display section (second area), the third display section (third area), and the fourth display section (fourth area) from left to right. The first to fourth display sections display a number of second hold icons corresponding to the second special symbol hold number (U2).
[0106] Specifically, in the second hold icon display area 70D, the first display section displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be performed first, the second display section displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be performed second, the third display section displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be performed third, and the fourth display section displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be performed fourth.
[0107] The icon display area 70C is formed directly above a base image to clearly distinguish it from the first reserved icon display area 70B and the second reserved icon display area 70D, and the icon is displayed on or floating above this base image.
[0108] Specifically, as the first special symbol (performance symbol 70a) begins to change, the first reserve icons displayed in the first reserve icon display area 70B move (shift) one by one towards the icon display area 70C. The first reserve icons displayed in the first display section of the first reserve icon display area 70B move (shift) to the icon display area 70C, becoming the icon in question. When the first special symbol (performance symbol 70a) finishes changing, the icon disappears (is erased). In other words, an effect (erasure effect) of the icon disappearing is performed.
[0109] Furthermore, as the second special symbol (performance symbol 70a) begins to change, the second reserve icons displayed in the second reserve icon display area 70D move (shift) one by one toward the icon display area 70C, and the second reserve icons displayed in the first display section of the second reserve icon display area 70D move (shift) toward the icon display area 70C, becoming the icon in question. The icon then disappears (is removed) when the change in the second special symbol (performance symbol 70a) ends. Note that the icon may also be removed during the change in the special symbol (performance symbol 70a).
[0110] The movable performance device 77 has a first movable member 77a and a second movable member 77b that can be operated, and it is possible to perform an action performance by making the first movable member 77a and the second movable member 77b perform predetermined actions during a variation performance or a jackpot game performance executed on the first image display device 70. In addition, the first movable member 77a and the second movable member 77b are provided with a panel lighting device 76 having multiple decorative LEDs, and are capable of emitting light in a predetermined manner during the execution of the action performance.
[0111] Specifically, the first movable member 77a moves (up and down) between a standby position located near the edge (up) of the first image display device 70 and an animation position located near the center (down) of the first image display device 70. The second movable member 77b moves between a standby position that covers a portion of the front of the first movable member 77a and an animation position that recedes from the front of the first movable member 77a.
[0112] On the back of the game board 5, there is a main control device 110A which incorporates a main control board 110 that controls the progress of the game, an effect control device 130A which incorporates an effect control board 130 that controls the effects of the game, and a transparent resin upper cover member 23 which covers the rear of the main control device 110A and the effect control device 130A, with the main control device 110A and the effect control device 130A arranged vertically.
[0113] The rear of the performance control device 130A is equipped with a changeover switch 22 for switching to one of several adjustment modes, which set the reference values for the volume of the performance sound output from the sound output device 9 and the light intensity of various light sources (various lighting devices, various display devices). In normal operation, the rear of the device is covered by the upper cover member 23.
[0114] On the back of the inner frame 3, there is a frame control device 120A (value control device) which incorporates a frame control board 120 that controls the number of game balls (game value) owned by the game and controls information communication with the dedicated unit 170, a power supply device 160A which incorporates a power supply board 160, a lending device connection terminal board 100 which has a lending device connection terminal 101 for connecting dedicated wiring for communication with the dedicated unit 170 which is installed in parallel with the game machine 1, and a lower cover member 120B made of transparent resin which covers the upper rear of the frame control device 120A.
[0115] The power supply unit 160A is located near one end of the lower part of the inner frame 3 (right side in Figure 4). On one side (the right side of the inner frame 3, which is the right side in Figure 4, near the pivot axis), there is an outlet for a power cord with a power plug 161 at its end, as well as a power switch 164 that can be turned ON and OFF.
[0116] The frame control device 120A is positioned so that the power cord outlet and power switch of the power supply device 160A are exposed at the rear, and the frame control device 120A is positioned closer to the left or right side of the inner frame 3 (towards the left side of the inner frame 3, which is the free rotation end of the inner frame 3 in Figure 4) and overlaps the rear of the power supply device 160A.
[0117] On the back side of the inner frame 3, above the power switch 164, is a loan device connection terminal board 100 (a type of relay board) for communicating with the dedicated unit 170. The loan device connection terminal board 100 is equipped with a loan device connection terminal 101 into which a connector provided at the end of a dedicated cable for communicating with the dedicated unit 170 is inserted.
[0118] The frame control board 120, which is built into the frame control device 120A, is equipped with a frame control display 125 for displaying the number of game balls (game value) owned by the player, similar to the game ball count display 135 provided on the glass frame 4.
[0119] The lower cover member 120B covers only the upper side of the frame control device 120A (various female connectors 127a to 127f etc. exposed from the frame control board case 300 described later), and does not cover the various buttons provided on the lower side of the frame control device 120A (game ball count clear button 121b related to the game ball count clear switch 121 described later, ball removal button 122b related to the ball removal switch 122, error release button 123b related to the error release switch 123), various stickers attached to the frame control device 120A (frame management number sticker 308, operation guide sticker 309 described later), and the frame control display unit 125 mounted on the frame control board 120.
[0120] Furthermore, a payout limit device operation indicator unit may be provided on the front side of the glass frame 4 to display the operating status of the payout limit device, which will be described later. The payout limit device operation indicator unit may be made up of LEDs or 7-segment displays and may light up when the payout limit device is operating. Alternatively, the payout limit device operation indicator unit may be made up of a slide panel that can be operated by a game store employee (it cannot be operated when the glass frame 4 is closed, but can be operated when the glass frame 4 is open), and the panel may be slid to display the non-operational state when the payout limit device is not operating, and to display the operating state when it is operating.
[0121] Furthermore, the game ball count indicator 135 controlled by the frame control board 120 may be configured with full-color LEDs, and the display color of the game ball count may be changed according to the number of game balls (game value) owned by the player. For example, if the number of game balls is less than 5000, the game ball count may be displayed in white; if the number of game balls is between 5000 and 9999, the game ball count may be displayed in blue; if the number of game balls is between 10000 and 19999, the game ball count may be displayed in green; if the number of game balls is between 20000 and 29999, the game ball count may be displayed in red; and if the number of game balls is 30000 or more, the game ball count may be displayed in rainbow colors.
[0122] Furthermore, the game ball count indicator 135 controlled by the frame control board 120 may be composed of a single-color LED (for example, red), and a specific light-emitting section composed of multiple full-color LEDs controlled by the performance control board 130 may be provided surrounding the game ball count indicator 135. While the display color of the game ball count by the game ball count indicator 135 does not change, the light-emitting color of the specific light-emitting section may be changed according to the number of game balls (game value) owned by the player. For example, if the number of game balls is less than 5000, the specific light-emitting section may be made to emit white light; if the number of game balls is between 5000 and 9999, the specific light-emitting section may emit blue light; if the number of game balls is between 10000 and 19999, the specific light-emitting section may emit green light; if the number of game balls is between 20000 and 29999, the specific light-emitting section may emit red light; and if the number of game balls is 30000 or more, the specific light-emitting section may emit rainbow colors.
[0123] (Block diagram of the entire gaming machine) Next, Figures 5 and 6 will be used to describe the block diagrams of the gaming machine 1 and peripheral devices in this embodiment.
[0124] First, in the game machine 1, game balls (game media) used in conventional pachinko game machines are used, but the game balls are not discharged outside the game machine 1 (to the player's hands) and circulate within the game machine, so the player cannot touch the game balls. Therefore, the number of game balls displayed on the "game ball count display 135" and the "frame control display 125" is information recorded by electromagnetic means (for example, addition due to ball lending and prize balls, subtraction due to launch). In this embodiment, for convenience, the term "dispensing" of game balls is used, but this does not mean dispensing game balls outside the game machine as in conventional pachinko game machines, but rather refers to the addition mentioned above.
[0125] The main control board 110 comprehensively controls the progress of the game (basic operation). The main control board 110 is a one-chip microcontroller, comprising a main control unit 110m equipped with a main CPU 110a for arithmetic processing, a main ROM 110b for storing game control programs, etc., and a main RAM 110c which serves as a work area during arithmetic processing, as well as input ports and output ports for main control. The main CPU 110a receives an operating clock from a crystal oscillator, reads the program stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area. This allows it to control controlled devices (various solenoids and various displays) and transmit predetermined commands based on the results of the arithmetic processing to the performance control board 130, etc. It also transmits predetermined information (described later) to the frame control board 120 and outputs test data signals necessary for testing to test equipment owned by the testing organization of the game machine 1. Furthermore, it is desirable to position the main ROM 110b in a location where it cannot be immediately accessed simply by opening the case of the main control board 110.
[0126] In this embodiment, the terms "RAM (Random Access Memory)" and "RWM (Read / Write Memory)" may be used interchangeably, but they are synonymous.
[0127] Here, the communication between the main control board 110 and the frame control board 120 is configured to allow bidirectional information transmission, while the communication between the main control board 110 and the performance control board 130 is configured to allow unidirectional information transmission only from the main control board 110 to the performance control board 130.
[0128] Various switches, various sensors, and the frame control board 120 are connected to the input ports of the main control board 110. When detection signals from various switches and sensors are input to the main control board 110 via the input ports, control processing is performed according to the detection signals.
[0129] The various switches include: a general prize entry detection switch 43a for detecting game balls that have entered the general prize entry 43; a gate detection switch 44a for detecting game balls that have passed through the general gate 44; a first start entry detection switch 45a for detecting game balls that have entered the first start entry 45; a second start entry detection switch 47a for detecting game balls that have entered the second start entry 47; a first large prize entry detection switch 50a for detecting game balls that have entered the first large prize entry 50; a specific area detection switch 53a for detecting game balls that have passed through a specific area 53; and a second large prize entry detection switch 50a for detecting game balls that have entered the second large prize entry 56. The main components include a second large prize-winning hole detection switch 56a for releasing balls, an out-ball detection switch 39a for detecting game balls flowing down the downstream end of the out-ball flow path, an RWM clear switch 111a for inputting a signal to clear the contents of the main RAM 110c of the main control unit 110m or to update a setting value which is a stage of advantage in the game (to make the advantage in the game different), and a setting key switch 112a for inputting a signal to switch to a state in which the setting value can be changed or the setting value can be checked by operation using the setting key. The various sensors are a first magnetic detection sensor 58a and a second magnetic detection sensor 58b for detecting magnets.
[0130] In this embodiment, the number of game balls launched by the player is counted by the out ball detection switch 39a. Alternatively, the detection switch may be provided at the position where the game ball enters the game area 5a (a position where the launched ball will not be a foul ball after detection) to count the number of launched balls, or on the launched ball guide path 38 (a position where the launched ball may become a foul ball after detection) to count the number of launched balls. In the case where the detection switch is provided on the launched ball guide path 38, if a foul ball is detected after the launched ball is detected, the number of launched balls should be increased by 1 and then decreased by 1.
[0131] The output ports of the main control board 110 are connected to the main information display device 59, various solenoids, information display 115, frame control board 120, and performance control board 130, and the main control board 110 transmits drive control signals for controlling the various solenoids, display control signals for controlling the various display devices, and predetermined information to the frame control board 120 via the output ports.
[0132] The various solenoids are the second start port opening / closing solenoid 48b, the first major prize port opening / closing solenoid 51b, the flow path switching solenoid 52b, and the second major prize port opening / closing solenoid 57b. The main information display device 59 consists of the first special symbol display 60, the second special symbol display 61, the normal symbol display 62, the first special symbol hold display 63, the second special symbol hold display 64, the normal symbol hold display 65, the round number display 66, the right-hand shooting display 67, and the status confirmation display 68. The information display 115 is a display (a 4-digit 7-segment display) for displaying set values, etc.
[0133] The frame control board 120 includes a frame control unit 120m as a one-chip microcontroller equipped with a frame control CPU 120a for calculation processing, a frame control ROM 120b that stores the operation program for the frame control CPU 120a, and a frame control RAM 120c that serves as a work area during calculation processing, as well as input ports and output ports for frame control. The frame control CPU 120a receives an operating clock from a crystal oscillator, reads the program stored in the frame control ROM 120b, and performs calculation processing related to the game while utilizing the frame control RAM 120c as a work area. This allows it to control controlled devices (various solenoids and various displays), communicate with the main control board 110 via telegrams (described later), transmit predetermined information (described later) to a dedicated unit 170, and output test data signals necessary for testing to a test device owned by a testing organization for the game machine 1.
[0134] The input ports of the frame control board 120 include a touch sensor 15a for detecting when the player's hand is touching the launch handle 15, a launch volume 15b consisting of a variable resistor whose resistance changes depending on the rotation angle of the launch handle 15, a ball release switch 122 for detecting when the ball release button 122b is operated, an error release button 123b for detecting when the error release button 123b is operated, a dispensing device connection terminal board 100 for communicating with a dedicated unit 170 installed alongside the gaming machine 1, a launch stand switch 92a for detecting game balls stationary on the launch stand, a subtraction inlet switch 91b for detecting game balls that have flowed down the ball passage unit 94, and a device for detecting game balls sent to the launch device 92 by the operation of the subtraction solenoid 91a. The frame control board 120 is connected to the following: a counting input switch 91c, a counting button switch 20a for detecting when the counting button 20 is operated, a glass frame opening detection switch 31a for detecting when the glass frame 4 is opened (opened or closed), an inner frame opening detection switch 31b for detecting when the inner frame 3 is opened (opened or closed) (indicated as various opening detection switches 31a and 31b in the drawing), a radio wave detection sensor 58c for detecting abnormal radio waves, a lifting and polishing device 95 for lifting game balls while polishing them, a game ball count clear switch 121 for detecting when the game ball count clear button 121b is operated, and various passage units 93 and 94. When detection signals from various detection switches and various detection sensors are input to the frame control board 120 via the input port, control processing is performed according to the detection signal.
[0135] Furthermore, the glass frame open detection switch 31a, which detects the opening (opening and closing) of the glass frame 4, may be turned ON when the glass frame 4 is open (in this case, an ON input indicates that it is open), or it may be turned ON when the glass frame 4 is closed (in this case, no ON input indicates that it is open). The same applies to the inner frame open detection switch 31b.
[0136] Various passage units 93 and 94 include: a foul ball switch 93a for detecting game balls flowing down the foul ball passage to merge game balls that have returned without entering the game area 5a (foul balls) into the ball passage unit 94; a prize passage count switch 94a for detecting game balls (prizes) flowing down the prize ball passage (not shown) which collects and flows down game balls that have entered the various prize holes provided in the game area 5a; a non-prize passage count switch 94b for detecting game balls (out balls) flowing down the non-prize ball passage (not shown) which collects and flows down game balls that have flowed into the out hole 39 without entering the various prize holes; and a lifting polishing device 95 at the upstream end of the lifting ball passage for detecting game balls that have been lifted up by the lifting polishing device 95. A lift-up switch 94c, a lift-down switch 94d for detecting game balls supplied to the lifting and polishing device 95 at the downstream end of a confluence passage (not shown) for converging game balls that have flowed down the winning ball passage, game balls that have flowed down the non-winning ball passage, and game balls that have flowed down the foul ball passage, and supplying them to the lifting and polishing device 95, an excess sensor 94e provided in the middle section of the lifting ball passage (downstream of the lift-up switch 94c) for detecting an excess (surplus) of game balls waiting in the lifting ball passage (circulating game balls), and an excess sensor 94f provided in the downstream section of the lifting ball passage (downstream of the excess sensor 94e) for detecting an insufficient (shortage) of game balls waiting in the lifting ball passage (circulating game balls).
[0137] The output port of the frame control board 120 is connected to the performance control board 130, the dispensing device connection terminal board 100, the launching solenoid 92b for operating the launching hammer (not shown) for launching game balls stationary on the launching platform, the subtraction solenoid 91a for sending game balls to the launching device 92, the lifting and polishing device 95, the game ball count indicator 135, the frame control indicator 125, etc. Drive control signals for controlling various solenoids and display control signals for controlling various indicators are output via the output port.
[0138] Communication between the frame control board 120 and the performance control board 130 is configured to allow information to be transmitted in only one direction, from the frame control board 120 to the performance control board 130. This allows, for example, if the frame control board 120 detects an error, the performance control board 130 to notify the system of that error. However, communication between the frame control board 120 and the performance control board 130 may also be performed via the main control board 110. In other words, the frame control board 120 and the performance control board 130 do not need to be directly connected.
[0139] The "Game Ball Count Indicator 135" is a display for showing the total number of game balls that a player can shoot (hereinafter simply referred to as "total number of game balls"), and is composed of, for example, a 6-digit 7-segment display. It may also be used as a display for showing the type of error code that occurred in the game machine 1. In this case, when no error has occurred, only the total number of game balls should be displayed, and when an error has occurred, the total number of game balls and the error code should be displayed alternately. The display of the error code will be described later.
[0140] The "frame control display 125" is a display for showing the total number of game balls, and is composed of, for example, a 6-digit 7-segment display. For example, if the "game ball count display 135" displays "100" as the total number of game balls, the "frame control display 125" will also display "100". In the event that the "game ball count display 135" malfunctions and cannot display the total number of game balls, the player can determine the total number of game balls they possess by checking the total number of game balls displayed on the "frame control display 125" (it serves as a backup display in case of malfunction).
[0141] Furthermore, the display may be used to show an error code indicating the type of error that occurred in the gaming machine 1, or it may be used to show the "display performance information (normal base value)" (see "frame control board display performance information calculation process" below). In this case, when no error occurs, the total number of gaming balls and the "display performance information (normal base value)" should be displayed alternately, and when an error occurs, the total number of gaming balls, the "display performance information (normal base value)" and the error code should be displayed alternately.
[0142] The "counting button 20" is a button used to transmit (transfer) data on the number of game balls owned by the player, which is stored in the frame control board 120, to a dedicated unit 170. The frame control CPU 120a determines whether the "counting button 20" is pressed for a "short time" or a "long time". Specifically, if the button is pressed for less than 0.5 seconds, it is determined to be a "short time", and if it is pressed for 0.5 seconds or more, it is determined to be a "long time".
[0143] The frame control CPU 120a counts one game ball when it detects a "short press," and counts 250 game balls at counting notification timings every 0.3 seconds when it detects a "long press." If the total number of game balls is less than 250 (for example, 200), all 200 will be counted when a "long press" is detected. Alternatively, all game balls may be counted if the counting button 20 is pressed for 5 seconds or more. A counting-enabled lamp may also be provided that lights up when counting is possible and turns off when counting is not possible.
[0144] The "Game Ball Count Clear Button 121b" is a button used to clear the number of game balls owned by a player, which is stored in the frame control board 120. For example, it is conceivable that the number of game balls is recorded in the game machine 1 when it is shipped from the manufacturing plant to the arcade, or that after it is installed in the arcade, a player may stop playing when only a small number of game balls (e.g., 1 ball) are recorded. In such cases, a problem arises in that it may be difficult for a new player to start playing (it may give the misconception that the previous player is still playing). To resolve this problem, the recorded number of game balls can be cleared by pressing the Game Ball Count Clear Button 121b while turning on the power switch 164.
[0145] When the recorded number of game balls is cleared, the system notifies the user that the number of game balls has been cleared through audio output controlled by the audio control unit 148, display control controlled by the image control unit 145, and light emission control controlled by the lamp control unit 150.
[0146] Furthermore, "Hall Computer / Fraud Monitoring Information" indicating that the game balls have been cleared is transmitted from the gaming machine 1 to the dedicated unit 170. This allows the gaming parlor to also be aware that the game ball count has been cleared on gaming machine 1.
[0147] Furthermore, even if the "Game Ball Count Clear Button 121b" is pressed while power is supplied to the gaming machine 1, the game ball count will not be cleared, and no other processing will be performed. In this case, the state of the gaming machine 1 will not change, and no notification will be given by sound, display, or light. For example, even if the "Game Ball Count Clear Button 121b" is pressed while the variable display is running, the variable display will continue, and the corresponding sound output, display control, and light control will continue.
[0148] The "ball release button 122b" is a button used to discharge the game balls circulating by the ball circulation mechanism 90 to the outside of the game machine 1. Although the game balls are not touched by the player's hands, periodic inspection, cleaning, or replacement is recommended. In such cases, pressing the ball release button 122b while turning on the power switch 164 will discharge the game balls circulating by the ball circulation mechanism 90 to the outside of the game machine 1.
[0149] When the game balls circulating by the ball circulation mechanism 90 are being discharged outside the game machine 1, the player is notified that the game is in ball removal mode by an audible notification controlled by the sound control unit 148 and a screen notification controlled by the image control unit 145.
[0150] Even if the "ball release button 122b" is pressed while power is supplied to the gaming machine 1, the game balls will not be ejected from the gaming machine 1, and no other processing will be performed. In this case, the state of the gaming machine 1 will not change, and no notification will be given by sound or display. For example, even if the "ball release button 122b" is pressed while the variable display is running, the variable display will continue, and the sound output, display control, and light control corresponding to the variable display will continue.
[0151] If the glass frame opening detection switch 31a detects that the glass frame 4 is open, it becomes impossible to launch game balls by operating the launch handle 15. Similarly, if the inner frame opening detection switch 31b detects that the inner frame 3 is open, it becomes impossible to launch game balls by operating the launch handle 15. This prevents game balls circulating inside the game machine from flying out of the machine, thus preventing the player from suffering a disadvantage by not being able to secure the necessary (circulating) game balls for playing. For example, the game machine 1 is equipped with 45 game balls.
[0152] Furthermore, to prevent cheating by using game balls smaller than the specified size to make it easier to get the balls into each prize slot, a small ball detection switch (or sensor) may be provided.
[0153] The dedicated unit 170 includes a U (unit) board 171, a U (unit) control unit 172, a hall control output unit 173, and a display unit (touch panel) 174.
[0154] The U board 171 and the dispensing device connection terminal board 100, which relays signals from the frame control board 120, are electrically connected by dedicated PIF wiring, enabling communication of "predetermined information" (described later) between the U board 171 and the frame control board 120. The dispensing device connection terminal board 100 can be used in common with pachinko gaming machines that use game balls (gaming machine 1 in this embodiment) and coinless revolving gaming machines. For example, when using it with a pachinko gaming machine, the changeover switch is operated to select a pachinko gaming machine, and when using it with a coinless revolving gaming machine, the changeover switch is operated to select a coinless revolving gaming machine.
[0155] The U board 171 has a function (security function) to encrypt and transmit predetermined information received from the frame control board 120 to the gaming machine information center (described later). It also has a function (security function) to decrypt and transmit predetermined information received from the gaming machine information center to the frame control board 120.
[0156] The U-control unit 172 includes a CPU (not shown), a ROM (not shown) that stores programs and control data for the operation of the CPU, and a RAM (not shown) that functions as a work area.
[0157] The U-control unit 172 has the function of reading and storing the card ID of the inserted membership card or visitor card, and has the function of transmitting the stored card ID to the management computer. When the management computer receives the card ID, it transmits the card ID to the card company data center (described later) and the gaming machine information center.
[0158] The U control unit 172 has the function of storing the number of game balls (balls held) by the player while the player is playing the game, and displaying the number of balls on the display unit (touch panel) 174. If banknotes are inserted, it also has the function of displaying the remaining balance on the display unit (touch panel) 174.
[0159] The display unit (touch panel) 174 can display the number of balls held and the remaining balance, as well as images of a ball dispensing button for dispensing game balls and a return button for returning membership cards and visitor cards. The U control unit 172 can receive operation signals when the ball dispensing button image is operated by the player, and can also receive operation signals when the return button image is operated by the player. When these operation signals are received, the unit performs the corresponding processing (ball dispensing, ball return). The display unit (touch panel) 174 can also display error codes, which will be described later.
[0160] In this configuration, images of the ball dispensing button and the ball return button are displayed on the display unit (touch panel) 174, allowing the player to operate them. However, this is not the only option; for example, the dedicated unit 170 may be equipped with the ball dispensing button and the ball return button, or the gaming machine 1 may be equipped with the ball dispensing button and the ball return button.
[0161] The U-control unit 172 is capable of counting and storing the playing time and number of plays (for example, the number of visits to the arcade) while the membership card is inserted. It can also store the number of gaming media stored on the membership card, the amount of money spent on gaming, and the number of gaming media used. This stored information is then transmitted to the gaming machine information center and stored in the addiction countermeasures server of the gaming machine information center (to be used for countermeasures against the player's gaming addiction).
[0162] The U control unit 172 is equipped with a hall computer output unit 173, which outputs hall computer information (for example, information indicating that a jackpot game is in progress, information indicating that a high probability game state is in progress, information indicating that the variable time reduction function is in operation, information indicating the number of balls that have entered each prize slot, etc.) to the hall computer. The hall computer output unit 173 is equipped with an external terminal board pulse output signal terminal 1, an external terminal board pulse output signal terminal 2, an external terminal board pulse output signal terminal 3, and an external terminal board pulse output signal terminal 4.
[0163] The hall computer is a dedicated computer installed in a gaming parlor, which is connected to the gaming machine 1 via relay equipment or the like, and is capable of collecting hall computer information.
[0164] The performance control board 130 is a subordinate control board (subordinate control means) that controls the performances related to the game (performed in the game machine 1) based on the reception of performance commands from the main control board 110. The performance control board 130 includes a performance control unit 130m equipped with a sub-CPU 130a for calculation processing, a sub-ROM 130b for storing the performance control program, and a sub-RAM 130c which serves as a work area during calculation processing; an image control unit 145 that controls the first image display device 70 (main LCD), second image display device 71 (sub-LCD), third image display device 72 (left image display device), fourth image display device 73 (right image display device), and sound output device 9 (speaker), etc.; a lamp control unit 150 that controls the frame lighting device 10, button drive device 17b, panel drive device 75, panel lighting device 76, etc.; and input ports and output ports for performance control.
[0165] The sub-CPU 130a receives the operating clock from the crystal oscillator, reads the game program stored in the sub-ROM 130b, and performs calculations related to the effects while utilizing the sub-RAM 130c as a work area. In response to commands received from the main control board 110 and input signals from the effect button detection switch 17a and joystick detection switch 19a, it controls various control units (image control unit 145, lamp control unit 150) to execute various effects (outputting data and commands).
[0166] The input ports of the performance control board 130 are connected to a performance button detection switch 17a, a joystick detection switch 19a, and a button position detection sensor (not shown). When the performance control board 130 receives a performance button detection signal from the performance button detection switch 17a indicating that the performance button 17 has been operated, or a joystick detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) from the joystick detection switch 19a indicating that the joystick 19 has been operated, it performs processing to execute a performance corresponding to the detected signal.
[0167] The image control unit 145 receives commands from the performance control unit 130m and controls the first image display device 70 (main LCD), the second image display device 71 (sub LCD), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) to display predetermined images.
[0168] The audio control unit 148 is connected to the audio output device 9 and controls the audio output device 9 to output audio data and music data (BGM, SE), etc., in accordance with the display on the first image display device 70 (main LCD), the second image display device 71 (sub LCD), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device), based on various performance data (including commands) transmitted from the performance control unit 130m.
[0169] Furthermore, a central control unit (not shown) is provided between the performance control unit 130m, the image control unit 145, and the sound control unit 148, which comprehensively controls image display and sound output based on the reception of performance control commands from the performance control unit 130m. The image control unit 145 reads a CGROM (not shown) containing image data, etc., based on the reception of display control commands (display list) from the central control unit, and controls the first image display device 70, the second image display device 71, the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device). The sound control unit 148 reads a sound ROM containing sound data, etc., based on the reception of sound control commands from the central control unit, and controls the sound output device 9.
[0170] The VRAM (not shown) provided in the image control unit 145 includes a display list storage area for temporarily storing the display list output from the overall control unit (overall CPU), a frame buffer area corresponding to the first image display device 70 (main liquid crystal), the second image display device 71 (sub-liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device).
[0171] This frame buffer area is a memory area for drawing or displaying images, and further comprises a first frame buffer area and a second frame buffer area. The first and second frame buffer areas alternate between being a "drawing frame buffer" and a "display frame buffer" each time drawing begins.
[0172] Therefore, based on the instructions (display list) from the overall control unit, the image control unit 145 draws the drawing data stored in the CGROM on the "drawing frame buffer" in the frame buffer area of the VRAM, reads the drawing data from the "display frame buffer" in the frame buffer area, generates a video signal (RGB signal, etc.) based on the read drawing data, and outputs it to the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) to display various images.
[0173] The image control unit 145 is supplied with an operation clock from a crystal oscillator. By dividing this operation clock, synchronization signals (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) are generated and output to the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device). In this embodiment, the frame rate of the VDP is set to 30fps (1 / 30 seconds = approximately 33ms) so that drawing (image display) is performed 30 times per second, but it may also be set to 60fps (1 / 60 seconds = approximately 16.6ms) so that drawing (image display) is performed 60 times per second.
[0174] The lamp control unit 150 includes a lamp CPU (not shown) that performs arithmetic processing, a lamp ROM (not shown) in which a lamp control program is stored, a lamp RAM (not shown) that serves as a work area during arithmetic processing, and input / output ports, etc.
[0175] The lamp CPU receives the operation clock from the crystal oscillator, reads out the lamp control program stored in the lamp ROM, and performs arithmetic processing related to the production while utilizing the lamp RAM as a work area, so as to perform control (output data and commands) for causing predetermined productions to be performed on controlled devices such as various lighting devices and various drive devices according to production instruction commands and the like received from the production control unit 130m.
[0176] The input / output ports of the lamp control unit are connected to the frame lighting device 10, the button drive device 17b, the board drive device 75, the board lighting device 76, and the sub-information display device 80. Based on various production data (including commands) transmitted from the production control unit 130m (sub-CPU 130a), lighting control of various LEDs of the frame lighting device 10, the board drive device 75, the board lighting device 76, and the sub-information display device 80 is performed, or drive control of drive sources such as motors and solenoids of the button drive device 17b and the board drive device 75 is performed.
[0177] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine 1 from the power supply supplied from the outside of the gaming machine 1 and supplies it to the gaming machine 1 (main control board 110, frame control board 120, production control board 130, and various electronic components). The power supply board 160 includes a power-off detection circuit 162 that detects whether a power-off (power failure) has occurred and outputs a power-off detection signal to the main control board 110 based on the occurrence of the power-off (power failure), and a backup power supply circuit 163 for supplying a backup power supply to the main control board 110 during a power-off (power failure).
[0178] In addition, the power supply board 160 is provided with a power switch 164 that can be operated by a store clerk of the game arcade to switch between an ON state in which the main power supply to the gaming machine 1 (main control board 110, frame control board 120, production control board 130, and various electronic components) is supplied and an OFF state in which it stops. When the power switch 164 is turned to the ON state, the supply of the main power supply is started and the operation of the gaming machine 1 is started. Note that the supply of the backup power supply to the main control board 110 is maintained even when the power switch 164 is in the OFF state.
[0179] The power outage detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1 and outputs a power outage detection signal to the main control board 110 when the power supply voltage falls below a predetermined value. More specifically, when the power outage detection signal reaches a high level, the main CPU 110a becomes operational, and when the power outage detection signal reaches a low level, the main CPU 110a becomes inoperable.
[0180] The backup power supply circuit 163 is equipped with a capacitor that stores energy when power is supplied to the gaming machine. When a power outage occurs, it supplies the backup power voltage stored in the capacitor to the main RAM 110c of the main control board 110 and the frame control RAM 120c of the frame control board 120. As a result, the contents of the main RAM 110c and frame control RAM 120c are retained even when a power outage occurs, and the control state of the game and the number of game balls owned by the player (game value) can be restored to their state before the power outage after power is restored. In addition, backup power may be supplied to the performance control board 130.
[0181] (Regarding alternative forms of audio output) As described above, in this embodiment, sound is output from the sound output device 9, and the player listens to the sound output from the sound output device 9. Here, we will describe another form of sound output.
[0182] First, Alternative Form 1 is a configuration in which game-related audio can be output to wireless earphones (e.g., Bluetooth earphones) held by the player, allowing the player to listen to game-related audio through the wireless earphones. Specifically, a new Bluetooth module capable of sending and receiving information with the audio control unit 148 is installed, and for example, during the waiting period, the Bluetooth module (version 5.0 or higher) acquires information about the wireless earphones held by the player. It is desirable that the Bluetooth module be mounted on the performance control board 130 and not on the main control board 110, and that it does not communicate with the main control board 110. It is also desirable that the model number of the Bluetooth module be mounted in a way that is easily visible.
[0183] When information about the wireless earphones held by the player is acquired, pairing with the gaming machine 1 is performed. For example, the acquired wireless earphone information is displayed on the first image display device 70, and the player is prompted to confirm the pairing. It is desirable that pairing with wireless earphones held by players playing on adjacent gaming machines 1 be prevented, for example, by acquiring information about the wireless earphones closest to the gaming machine 1 and prompting the player to confirm the pairing, or by performing pairing via password input.
[0184] Once pairing between the gaming machine 1 and the wireless earphones is complete, audio data related to the game is transmitted to the Bluetooth module, and then transmitted via the Bluetooth module to the wireless earphones held by the player. This allows the player to hear the audio related to the game through the wireless earphones. Note that the audio data transmitted to the Bluetooth module when pairing is in progress may be all of the audio data or only some of the audio data. For example, if only some of the audio data is transmitted, it is possible to make the variable background music audible from the audio output device 9 and the sound effects audible from the wireless earphones.
[0185] Furthermore, once pairing between the gaming machine 1 and the wireless earphones is complete, it is desirable to make it possible for the gaming parlor staff to recognize this by displaying "Connecting" on the display device (for example, the first image display device 70) or by lighting up an LED belonging to the panel lighting device 76. In some cases, the ears of the players may be hidden by their hair, making it difficult to determine if pairing is in progress. Also, it is conceivable that players may be listening to other audio while wearing the wireless earphones. Therefore, these problems can be solved by notifying the player that pairing is in progress using a display device or LED.
[0186] Furthermore, when pairing is performed and listening is possible with wireless earphones, it is desirable to allow listening at a low volume level. For example, when listening from the audio output device 9 without pairing, listening is possible at maximum volume (e.g., "10"), but when listening with wireless earphones, it is desirable to set the maximum volume to, for example, "5". This can reduce the risk of hearing loss and other problems.
[0187] Furthermore, pairing may be performed not only while the system is waiting for customers, but also during variable animations or jackpot games. In these cases, if pairing occurs, listening may be possible with wireless earphones from the time of pairing, or if it is during a variable animation, listening may be possible from the next variable animation, or if it is during a jackpot game, listening may be possible with wireless earphones from the start of a new round of gameplay.
[0188] Furthermore, even during variable animations, it is desirable to disable pairing during stop display timings and decisive animation sequences. This prevents overlooking important moments. Also, even during jackpot gameplay, it is desirable to disable pairing when the large right-hand image MDG is displayed. This prevents players from overlooking gameplay techniques and ending up at a disadvantage.
[0189] Furthermore, the following measures can be considered regarding errors that occur in the gaming machine 1. For example, if a high-priority magnet detection error is announced by voice, but this announcement is only audible via wireless earphones, it may be difficult for gaming staff to notice the error. Therefore, it is desirable that all error announcements be audible from the voice output device 9. In addition, error announcements may be audible from both the voice output device 9 and wireless earphones, or depending on the type of error announcement, some may be audible from the voice output device 9, some from wireless earphones, and some from both. For example, the activation of the winning limit device is an announcement necessary for players, such as immediately stopping the game, so making it audible from both would increase convenience.
[0190] Furthermore, if error voice notifications are to be heard through wireless earphones, outputting them at maximum volume, for example, could startle players or potentially cause hearing damage. Therefore, it is desirable to make them audible at minimum volume.
[0191] Furthermore, some wireless earphones are equipped with touch panels, allowing for volume adjustment via touch panel operation. When such wireless earphones are paired, it may be possible to adjust the volume of the gaming machine 1 via touch panel operation.
[0192] Next, regarding the unpairing, for example, it may be done by bringing up the unpairing screen while in the waiting state for customers, by pairing a new wireless earphone, by the player moving outside the connection range of the gaming machine 1, by a predetermined time elapsed without gameplay while in the waiting state for customers, or by the power being cut off.
[0193] Also, when the pairing is released, it is desirable to output a predetermined sound effect or a voice such as "Released" from the voice output device 9. Also, regarding the above-mentioned "Connecting" display, it is desirable to quickly erase it when the pairing is released.
[0194] Regarding the pairing method with the gaming machine 1 and the pairing release method, it is desirable to display them using the first image display device 70 or the like during the customer waiting state. Thereby, the utilization of the function can be promoted.
[0195] Next, another form 2 is a form in which the gaming machine 1 is provided with an earphone jack into which a wired earphone possessed by a player can be inserted, and voice related to the game can be listened to by the wired earphone. For example, by newly installing an earphone jack in the glass frame 4 and inserting a wired earphone into the earphone jack, voice related to the game can be listened to from the wired earphone. On the other hand, if the wired earphone is removed from the insertion port, voice related to the game can be listened to from the voice output device 9. Therefore, the setting is easier than that of the wireless earphone. Regarding the configuration other than the connection method, since it is the same as the above-mentioned wireless earphone, the description here is omitted.
[0196] The merits of the wired earphone include that the setting is easy and the voice time lag is less likely to occur than that of the wireless earphone. On the other hand, when the player stands up and makes a movement such as visually checking an external display provided on the upper part of the gaming machine 1, it is also assumed that the earphone jack may come off or the wire may be disconnected. In that regard, it can be said that the wireless earphone can flexibly respond to such a movement.
[0197] In the present embodiment, the voice is output from the voice output device 9, and the player listens to the voice output from the voice output device 9. However, it may have the function of the above-mentioned another form 1, or may have the function of another form 2, or may have the functions of another form 1 and another form 2.
[0198] (Explanation of the gaming state) Next, the game state during gameplay will be explained. In this embodiment, the jackpot determination, which is performed on the condition that game balls enter the first start opening 45 and the second start opening 47, can be set to any of four different setting values (Setting 1: 1 / 200, Setting 2: 1 / 195, Setting 3: 1 / 190, Setting 4: 1 / 185) that determine the probability of a jackpot. There are also two states related to the ease with which game balls enter the second start opening 47: "normal game state (non-time-saving state)" and "time-saving game state (time-saving state)".
[0199] The initial game state of gaming machine 1 is set to "normal game state." While the game is also set to "normal game state" during a jackpot, it is considered a different game state from the normal game state because a jackpot is being played.
[0200] Here, "normal game state (non-time-saving state)" refers to a game state in which, in the auxiliary game judgment performed on the condition that a game ball passes through the regular symbol gate 44, the probability of being judged as a win is set low at 1 / 256, the average display time of the regular symbols is set to approximately 70 seconds, and the opening time of the second start opening 47 when a win is achieved is set to 0.1 seconds (a time during which it is practically impossible to win).
[0201] In contrast, the "time-saving game state" is a game state that is advantageous to the player, as it reduces the consumption of game balls compared to the normal game state. This is achieved by setting the probability of a win to a high 255 / 256, setting the average display time of the regular symbols to approximately 0.5 seconds, and setting the opening time of the second start opening 47 when a win is determined to be 2 seconds or more (a time when it is easier to win). The transition from the normal game state to the time-saving game state occurs after the jackpot game ends.
[0202] In addition, the "Shortened Play Mode" is set to be more favorable than the "Normal Play Mode" in terms of the average spin time of the regular symbols, the opening time of the second start slot 47, and the probability of being judged as a win. However, it is also acceptable to set it so that only one of the above is more favorable.
[0203] Normally, the probability of a win being determined is 1 / 256, but it is also possible to set the probability to 0 / 256 so that no wins are determined. In this case, auxiliary play will not be performed during normal gameplay, and no game balls will enter (win) the second starting port 47.
[0204] Furthermore, the probability state for determining a jackpot may include a low probability state (normal probability) and a high probability state (high probability). In this case, the low probability state and non-time-saving game state will be called the normal game state, the low probability state and time-saving state will be called the time-saving game state, and the high probability state and time-saving state will be called the probability variation game state. The probability of determining a jackpot in the probability variation game state is 1 / 60 for setting 1, 1 / 59 for setting 2, 1 / 58 for setting 3, and 1 / 57 for setting 4. The transition from the normal game state to the time-saving game state or the probability variation game state will occur after the jackpot game ends. In this case, the time-saving game state and the probability variation game state, which are more advantageous to the player than the normal game state, may be referred to as specific game states.
[0205] Next, using Figure 7, we will explain the messages related to communication between the main control board 110 and the frame control board 120.
[0206] Message No. 1, titled "Gaming Machine Installation Information Notification," has a transmission direction of "Main Control Board 110 → Frame Control Board 120," and its message summary is "Notification of gaming machine installation information." Message No. 2, titled "Gaming Machine Installation Information Response," has a transmission direction of "Frame Control Board 120 → Main Control Board 110," and its message summary is "Response of Gaming Machine Installation Information Receipt Result." Message No. 3, titled "Gaming Machine Information Notification," has a transmission direction of "Main Control Board 110 → Frame Control Board 120," and its message summary is "Notification of Gaming Machine Information." Message No. 4, titled "Gaming Machine Information Response," has a transmission direction of "Frame Control Board 120 → Main Control Board 110," and its message summary is "Response of Gaming Machine Information Receipt Result and Frame Control Status." Note that "Gaming Machine Information" here refers to "Hall Computer / Illegal Monitoring Information."
[0207] The "gaming machine installation information" transmitted from the main control board 110 to the frame control board 120 is a message transmitted only once from the main control board 110 to the frame control board 120 after power is turned on to the gaming machine 1, and includes a communication serial number that is updated with each communication, a "gaming machine type" indicating the type of gaming machine 1, a "main control chip ID number" which is the ID number of the main control chip (one-chip microcontroller) that constitutes the main control unit 110m, a "main control chip manufacturer code" indicating the manufacturer of the main control chip, and a "main control chip product code" indicating the product type of the main control chip.
[0208] The "gaming machine installation information response" transmitted from the frame control board 120 to the main control board 110 is a response message to the gaming machine installation information received from the main control board 110. It includes a communication sequence number that is updated with each communication, and a "gaming machine installation information receipt result" indicating the result of receiving the gaming machine installation information (either "Received OK" indicating that the frame control board 120 is not in a ball-removal state, or "Ball-removed state" indicating that the frame control board 120 is in a ball-removal state). The main control board 110 is configured not to enable gameplay unless it receives "Received OK" as the "gaming machine installation information receipt result" from the frame control board 120.
[0209] The "gaming machine information (hall computer / fraud monitoring information)" transmitted from the main control board 110 to the frame control board 120 is a message indicating game information that shows the control status of the main control board 110 and the results of the game, and includes a "communication serial number" which is updated with each communication, "main control state 1" which indicates whether or not one of several types of jackpot games is being controlled, "main control state 2" which indicates whether or not one of several types of game states (normal game state, high probability state, time reduction state, advantageous state) is being controlled, "gaming machine error state" which indicates whether or not one of several types of error states detected by the main control board 110 is occurring, and the security of the gaming machine 1 detected by the main control board 110 This includes "Fraud Detection Status 1," which indicates whether or not an event related to security (settings being changed, settings being checked, RWM cleared, fraud detected, acquisition limit device activated), the number of prize balls awarded for the special feature (auxiliary game, minor win game, and big win game), the number of prize balls awarded for the consecutive special feature (big win game), and "Game Information," which shows the count of game events that occur as the game progresses (number of entries into various starting slots, number of entries into various big prize slots, number of entries into general prize slots, number of changes in special / regular symbols, number of big win games executed, number of times various big prize slots are opened, passing through specific areas, etc.
[0210] The "gaming machine information response (hall computer / fraud monitoring information response)" transmitted from the frame control board 120 to the main control board 110 is a response message to the hall computer / fraud monitoring information received from the main control board 110. It includes a communication serial number that is updated with each communication, and the "gaming machine information receipt result (hall computer / fraud monitoring information receipt result)" which indicates the result of receiving the hall computer / fraud monitoring information ("received OK" which indicates that the frame control board 120 is not in a ball-removal state). The main control board 110 is configured not to enable gameplay unless it receives the content "received OK" as the "hall computer / fraud monitoring information receipt result" from the frame control board 120.
[0211] (Main processing on the main control board) The main processing of the main control board 110 will be explained using Figures 8 to 10. Figures 8 to 10 are flowcharts showing the main processing of the main control board 110. This main processing is performed when a system reset, which occurs when power voltage is supplied from the power supply board 160, is input to the main CPU 110a.
[0212] First, in step S1, the main CPU 110a disables all interrupts, in step S2 it performs initial CPU settings such as configuring internal registers, and in step S3 it waits for other boards to start up. Specifically, to ensure that no commands from the main control board 110 are missed, it waits for 1 second for the frame control board 120 and the performance control board 130 to start up. In step S4 it also allows access to the RWM area of the main RAM 110c.
[0213] In step S5, the main CPU 110a notifies the gaming machine installation information. Specifically, it transmits "gaming machine installation information" to the frame control board 120. That is, when power voltage is supplied from the power supply board 160, "gaming machine installation information" is transmitted from the main control board 110 to the frame control board 120.
[0214] In step S6, the main CPU 110a increments the "notification counter" in the main RAM 110c by "+1". Then, in step S7, it determines whether or not it has responded with a response regarding the receipt of the gaming machine installation information notification. If it has responded with a response regarding the receipt of the gaming machine installation information notification, it proceeds to step S10; if it has not responded with a response regarding the receipt of the gaming machine installation information notification, it proceeds to step S8. In other words, it determines whether it has sent "gaming machine installation information" to the frame control board 120 and received a response (received) from the frame control board 120.
[0215] In step S8, the main CPU 110a determines whether the value of the "notification counter" is "10". If it determines that the value of the "notification counter" is "10", it proceeds to step S9. If it determines that the value of the "notification counter" is not "10" (less than 10), it proceeds to step S5.
[0216] In step S9, the main CPU 110a performs error notification processing. Specifically, it determines that there is an abnormality (e.g., a broken wire) in the communication between the main control board 110 and the frame control board 120, and sends a "game machine internal communication abnormality error designation command" to the performance control board 130, which then notifies the "game machine internal communication abnormality error" under its control. It then waits until the power supply voltage is completely cut off. In other words, if the frame control board 120 is notified of "game machine installation information" 10 times but does not receive a response regarding the receipt of the game machine installation information notification, it is determined that there may be a broken wire or other issue (communication abnormality) between the main control board 110 and the frame control board 120, and an error notification is issued, preventing the game from being played. This prevents the game from being played even though there is a broken wire or other issue (communication abnormality) between the main control board 110 and the frame control board 120.
[0217] In step S10, the main CPU 110a determines whether the machine is in a ball-removal state. Specifically, it refers to the result of receiving the gaming machine installation information notification to determine whether it is "received OK" or in a "ball-removal state". If it determines that it is "received OK", it proceeds to step S11. If it determines that it is in a "ball-removal state", it waits until the power supply voltage is completely cut off.
[0218] If the bulb is removed, after completing the process in step S10, the system will wait until the power supply voltage is completely cut off. As a result, the processes from step S11 onwards will not be executed, and the control related to the processes from step S11 onwards will not be performed.
[0219] In step S11, the main CPU 110a determines whether a backup flag indicating power restoration is saved in the main RAM 110c. If the backup flag is saved, the process moves to step S12 as it is power restoration; otherwise, the process moves to step S13 as it is the first power-on.
[0220] In step S12, the main CPU 110a calculates the checksum (abnormality detection data) of the main RAM 110c (excluding the set value area).
[0221] In step S13, the main CPU 110a determines whether or not a setting change operation has occurred. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has occurred, the process moves to step S14 to transition to the setting change mode; if no setting change operation has occurred, the process moves to step S15.
[0222] In step S14, the main CPU 110a performs a setting change process. Specifically, based on the operation of the RWM clear switch 111a, it changes (updates) the setting value displayed on the information display 115, which represents the level of advantage in the game (the probability of winning a jackpot in the jackpot lottery), within the range of 1 to 4. In response to the setting value confirmation operation (setting key switch 112a = OFF), it stores the updated setting value in the setting value area of the main RAM 110c and performs a process to end the display of the setting value. Once this process is completed, the process moves on to step S19.
[0223] In step S15, the main CPU 110a determines whether the checksum is normal or not. Specifically, it determines whether the checksum saved in the main RAM 110c matches the checksum calculated in step S12. If the checksum is normal (there are no abnormalities in the data in the main RAM 110c), the process moves to step S16. If the checksum is not normal (there are abnormalities in the data in the main RAM 110c), the process moves to step S17. Note that if the backup flag is not saved, i.e., in the case of the first power-on, the checksum is determined to be abnormal.
[0224] In step S16, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (in this case, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process moves to step S18. If it is determined that the set value in the set value area is not within the appropriate range, the process moves to step S17.
[0225] In step S17, the main CPU 110a performs recovery-impossible error processing as an RWM abnormality. Specifically, it performs processing to send "Hall Control / Illegibility Monitoring Information," which has information indicating a recovery-impossible error set to "Illegibility Detection State 1," to the frame control board 120. It also displays error information "E" indicating a recovery-impossible error on the information display 115, sends a recovery-impossible error designation command to the performance control board 130 indicating that a recovery-impossible error has occurred, sets interrupt disable to disable timer interrupts, and waits until the power supply is completely cut off. As a result, the performance control board 130 performs processing to announce the recovery-impossible error.
[0226] An "unrecoverable error" is an error state in which game control is lost (the game control process is not initiated), and it will not be resolved unless a settings change process is performed. Therefore, during an unrecoverable error, the system does not monitor the presence or absence of signals from various input devices (various switches, various sensors).
[0227] Previously, the "unrecoverable error" was only resolved when a configuration change process was performed. However, it may be possible to also resolve it when an RWM clear is performed without any configuration change process.
[0228] In step S18, the main CPU 110a determines whether or not an RWM clear operation has occurred. Specifically, it determines whether or not the RWM clear switch 111a is in the ON state. If an RWM clear operation has occurred, the process moves to step S19 to execute the RWM clear; if no RWM clear operation has occurred, the process moves to step S21.
[0229] In step S19, the main CPU 110a performs RWM clear processing. Specifically, if the setting value in the setting value area is not within the appropriate range (here, 1 to 4), it performs the irrecoverable error processing described above. If the setting value in the setting value area is within the appropriate range (here, 1 to 4), it initializes the game control state (initializes everything except the setting value area of the main RAM 110c) and performs processing to turn OFF (clear 0) the acquisition limit device activation flag. After this processing is completed, the process moves to step S20.
[0230] The "Acquisition Limit Device Activation Flag" is a flag that turns ON when the acquisition limit device is activated, which is activated when the "Acquisition Limit Activation Determination Process" described later determines that the maximum increase (also called "Maximum MY") has reached a predetermined value (for example, 95,000) or more. When the acquisition limit device is activated, it becomes impossible to play the game on that gaming machine (game stoppage), and after the gaming parlor closes, the main RAM 110c of the gaming machine is initialized, making it effectively impossible to play the game on that machine until the opening time the next day.
[0231] In step S20, the main CPU 110a sends a power-on command to the performance control board 130 indicating that the RWM clear process has been executed (that is, power-on which initializes the game control state). As a result, the performance control board 130 performs the process necessary to announce the power-on.
[0232] "Power-on notification" is a notification to recognize that the control state of the game has been initialized. This notification may include displaying the initial screen (background image and initial animation symbol "135") on the first image display device 70, fully illuminating the frame lighting device 10 and the panel lighting device 76 with a predetermined light color (e.g., red) for a predetermined period (e.g., 60 seconds), or outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the sound output device 9 for a predetermined period (e.g., 30 seconds) to indicate that the RWM area has been initialized.
[0233] In step S21, the main CPU 110a determines whether or not a setting confirmation operation has been performed. Specifically, it determines whether or not the setting key switch 112a is in the ON state. If a setting confirmation operation has been performed, the process moves to step S22 to transition to the setting confirmation mode. If no setting confirmation operation has been performed, the process moves to step S23 to restore the game control state to the state before the power was cut off.
[0234] In step S22, the main CPU 110a performs a setting confirmation process. Specifically, it displays the setting value saved in the setting value area of the main RAM 110c on the information display 115, and then performs a process to terminate the display of the setting value in response to the confirmation termination operation (setting key switch 112a = OFF).
[0235] In step S23, the main CPU 110a clears (sets to 0) the backup flag and checksum saved in the main RAM 110c and configures the main RAM 110c for power restoration. This restores the game's progress (control state) to the state before the power outage, making it possible to resume gameplay from that state.
[0236] In step S24, the main CPU 110a sends a power restoration command to the performance control board 130 indicating that the game control state has been restored and that the game state was the same as before the power outage (that the RWM clear process has not been executed). As a result, the performance control board 130 terminates the setting confirmation notification and other processes described later and performs the power restoration notification.
[0237] A "power restoration notification" is a notification to recognize that the control state of the game has returned to the state it was in before the power outage. This notification may include displaying the initial screen (background image and initial performance symbol "135") on the first image display device 70, fully illuminating the frame lighting device 10 and the panel lighting device 76 with a predetermined light color (for example, blue) for a predetermined period (for example, 60 seconds), or outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the sound output device 9 for a predetermined period (for example, 30 seconds) to indicate that power has been restored (from a power outage).
[0238] In step S25, the main CPU 110a sends other commands (such as the special symbol memory specification command and the normal symbol memory specification command, which will be described later) to the performance control board 130. This allows the performance control board 130 to determine the number of special symbols held, and also initiates processing to display the first and second held icons on the first image display device 70.
[0239] In step S26, the main CPU 110a sends a setting value specification command to the performance control board 130. This allows the performance control board 130 to know the current setting value. Note that this setting value specification command may also be sent at times other than in step S26, such as each time the special symbol variation display starts or each time a jackpot game starts.
[0240] In step S27, the main CPU 110a refers to the main RAM 110c to determine whether the acquisition limit device activation flag is OFF (for example, 0=OFF, 1=ON). If the acquisition limit device activation flag is OFF (for example, 0), the process proceeds to step S28; if the acquisition limit device activation flag is ON (for example, 1), the process proceeds to step S29.
[0241] In step S28, the main CPU 110a outputs a launch permission signal that allows the main control board 110 to launch game balls. This enables the launcher to launch game balls when the launch permission signal from the frame control board 120 is output. Alternatively, the frame control board 120 may not output a launch permission signal, and the main control board 110 may output the launch permission signal, enabling the launcher to launch game balls when the main control board 110 outputs the launch permission signal.
[0242] In step S29, the main CPU 110a sends a command to the performance control board 130 indicating that the "acquisition limit device" is in operation. As a result, the performance control board 130 performs processing to notify that the acquisition limit device is in operation. After sending the acquisition limit device operation command to the performance control board 130, the process moves on to step S30.
[0243] "Notification that the winning limit device is activated" is a notification intended to make the player aware that it is no longer possible to continue playing, and involves displaying a message on the first image display device 70, for example, in white text on a black background, such as "The winning limit device has been activated. Today's game is over."
[0244] The "acquisition limit device" activates immediately if the maximum increase in the number of prize balls (also called "maximum MY") exceeds a predetermined value (for example, 95,000) when a jackpot or minor prize game is not in progress. If a jackpot or minor prize game is in progress, the device activates after the jackpot or minor prize game has finished.
[0245] Furthermore, for players who are unaware of the existence of the winning limit device, it is advisable to proactively inform them that the "winning limit device" is installed, for example, during the customer waiting demo or during the ending of a jackpot game. Specifically, this could be indicated by displaying "Winning limit device installed" on the first image display device 70 (main LCD), or by continuously displaying it on the third image display device 72 (left image display device) or the fourth image display device 73 (right image display device).
[0246] In step S30, the main CPU 110a clears (initializes) the increment counter (also called the "MY counter") stored in the main RAM 110c to update the maximum increment, and then proceeds to step S31. The maximum increment and the increment counter will be explained later.
[0247] In step S31, the main CPU 110a activates the CTC (Counter Timer Circuit) to generate a timer interrupt (4 milliseconds), and in step S32, it enables all interrupts and proceeds to step S34.
[0248] In step S34, the main CPU 110a performs a process to update the random values for determining a reach and the random values for determining a special symbol, which are used to determine the variation pattern (variation time) of the special symbols. In step S35, it performs an initial random value update process to update the initial random values for determining a jackpot, the initial random values for determining a special symbol, the initial random values for determining a win, and the initial random values for determining a normal symbol.
[0249] In step S36, the main CPU 110a determines whether or not a power outage has occurred. Specifically, it determines whether or not a power outage detection signal has been input from the power outage detection circuit of the power supply board 160. If no power outage detection signal has been input, the process proceeds to step S34. If a power outage detection signal has been input, the process proceeds to step S37.
[0250] In step S37, the main CPU 110a sets an interrupt disable to disable timer interrupts, in step S38 it clears the output ports, in step S39 it calculates the checksum (abnormality detection data) of the main RAM 110c (excluding the setting value area) and saves it to the main RAM 110c, in step S40 it saves a backup flag to the main RAM 110c, and in step S41 it disables RAM access and waits until the power supply voltage is completely cut off.
[0251] (Timer interrupt processing on the main control board) The timer interrupt processing of the main control board 110 will be explained using Figure 11. Figure 11 is a flowchart of the timer interrupt processing in the main control board 110.
[0252] This timer interrupt processing is executed after all interrupts are enabled in step S32 of Figure 10 above, when a clock pulse is input from a reset clock pulse generation circuit provided on the main control board 110 at predetermined intervals (4 milliseconds).
[0253] First, in step S100, the main CPU 110a saves the information stored in the registers to the stack area, and in step S105, it performs time control processing. Specifically, it performs processing to update various timer counters such as the stop time of special symbols and the opening time of special electric mechanisms.
[0254] In step S110, the main CPU 110a refers to the main RAM 110c to determine whether the acquisition limit device activation flag is OFF. If the acquisition limit device activation flag is OFF, the process moves to step S120, assuming that game progress control (specific control processing) will be performed. If the acquisition limit device activation flag is ON, the process moves to step S500, assuming that game progress control (specific control processing) will not be performed. The acquisition limit device and the acquisition limit device activation flag will be described later.
[0255] In step S120, the main CPU 110a performs a specific random value update process. Specifically, it updates the random values for jackpot determination, special symbol determination, special symbol variation pattern determination, win determination, normal symbol determination, and normal symbol variation pattern determination. In this process, it updates each random value and random number counter by adding +1. If the added random number counter exceeds the maximum value of the random number range, the random number counter is reset to 0. If the random number counter returns to the initial value of the loop, the corresponding initial value random value is set as the new initial value of the loop, and the random value is updated again.
[0256] In step S130, the main CPU 110a performs an initial random value update process. Specifically, it updates the initial random values for jackpot determination, special symbol determination, win determination, and normal symbol determination, similar to step S35 in Figure 10.
[0257] In step S200, the main CPU 110a performs input control processing. Specifically, it determines whether there is input to various switches such as the out ball detection switch 39a, the general prize entry detection switch 43a, the gate detection switch 44a, the first start entry detection switch 45a, the second start entry detection switch 47a, the first major prize entry detection switch 50a, the specific area detection switch 53a, and the second major prize entry detection switch 56a, and if there is input, it sets predetermined data. Details of the input control processing will be described later.
[0258] In step S300, the main CPU 110a performs special symbol and special electrical control processing. Specifically, it performs processing such as determining special symbol judgment information obtained based on the entry of a game ball into the first start port 45 or the second start port 47, displaying the variation of the first special symbol or the second special symbol, opening and closing the first large prize port 50, opening and closing the second large prize port 56, opening and closing the specific area 53, and setting the game state. Details of the special symbol and special electrical control processing will be described later.
[0259] In step S400, the main CPU 110a performs normal symbol and normal power control processing. Specifically, it performs processing such as determining the normal symbol judgment information acquired based on the passage of the game ball through the normal symbol gate 44, displaying the variation of the normal symbols, and opening and closing the second start port 47 (auxiliary game).
[0260] In step S450, the main CPU 110a performs the acquisition limit management process. Specifically, when input is received from the out ball detection switch 39a, the general prize entry point detection switch 43a, the first start entry point detection switch 45a, the second start entry point detection switch 47a, the first major prize entry point detection switch 50a, and the second major prize entry point detection switch 56a, the counter corresponding to each switch is updated. Details of the acquisition limit management process will be described later.
[0261] In step S500, the main CPU 110a performs payout control processing. Specifically, it refers to various prize ball counters stored in the main RAM 110c and performs processing to send payout number specification commands corresponding to various prize winning slots (general prize winning slot 43, first starting slot 45, second starting slot 47, first major prize winning slot 50, second major prize winning slot 56) to the frame control board 120. As a result, the frame control board 120 executes processing to pay out prize balls (processing to add the number of game balls owned by the player (game value)).
[0262] In step S550, the main CPU 110a performs error control processing. For example, if a magnet is detected, it performs processing to set information indicating a magnet detection error in the fraud detection state 1, and to send a magnet detection error specification command to the performance control board 130 to notify that a magnet has been detected. As a result, the performance control board 130 executes processing to notify the magnet detection error. Details of the error control processing will be described later.
[0263] In step S600, the main CPU 110a performs hall control fraud monitoring information management processing. Specifically, it performs processing to send hall control fraud monitoring information to the frame control board 120 every 108ms. For example, in step S550, if information indicating a magnet detection error is set for fraud detection state 1, hall control fraud monitoring information indicating that information indicating a magnet detection error has been set for fraud detection state 1 is sent to the frame control board 120 and then sent to the dedicated unit 170. Details of the hall control fraud monitoring information management processing will be described later.
[0264] In step S700, the main CPU 110a performs game data creation processing. Specifically, it performs processing to create game data such as second start gate opening / closing data to be output to the second start gate opening / closing solenoid 48b, first major prize gate opening / closing data to be output to the first major prize gate opening / closing solenoid 51b, specific area opening / closing data to be output to the flow path switching solenoid 52b, second major prize gate opening / closing data to be output to the second major prize gate opening / closing solenoid 57b, special symbol display data to be output to the first special symbol indicator 60 and the second special symbol indicator 61, normal symbol display data to be output to the normal symbol indicator 62, special symbol hold display data to be output to the first special symbol hold indicator 63 and the second special symbol hold indicator 64, and normal symbol hold display data to be output to the normal symbol hold indicator 65.
[0265] In step S725, the main CPU 110a performs the test data creation process. Specifically, it performs the process of creating multiple types of test data necessary for the test to be output to the test device of the gaming machine 1. The test data will be described later.
[0266] In step S750, the main CPU 110a performs output control processing. Specifically, it performs port output processing to output signals such as the second start gate opening / closing data, the first major prize gate opening / closing data, specific area opening / closing data, and the second major prize gate opening / closing data created in step S700; display output processing to output signals such as special symbol display data, normal symbol display data, special symbol hold display data, and normal symbol hold display data to various displays; payout command transmission processing to send commands set in the payout transmission data storage area of the main RAM 110c to the frame control board 120; performance command transmission processing to send commands set in the performance transmission data storage area (transmission buffer) of the main RAM 110c to the frame control board 120 and the performance control board 130; and test data output processing to output the test data signals created in step 725 to the test device of the gaming machine 1.
[0267] In step S800, the main CPU 110a restores the information saved in step S100 to its registers, and terminates the current timer interrupt process.
[0268] Thus, when the acquisition limit device activation flag is ON (the acquisition limit device is activated), the processes from step S120 to step S450, which are the control processes for advancing the game, will not be executed, making it impossible to play the game on the gaming machine.
[0269] (Input control processing on the main control board) The input control process of the main control board 110 will be explained using Figure 12. Figure 12 is a flowchart showing the input control process in the main control board 110.
[0270] First, in step S210, the main CPU 110a performs general prize slot detection switch input processing. Specifically, it determines whether a detection signal has been input from the general prize slot detection switch 43a, that is, whether a game ball has entered the general prize slot 43, and then performs processing to dispense the prize ball.
[0271] In step S220, the main CPU 110a performs input processing for the large prize slot detection switch. Specifically, it determines whether a detection signal has been input from the first large prize slot detection switch 50a, that is, whether a game ball has entered the first large prize slot 50, and then performs processing to dispense the prize ball.
[0272] In step S230, the main CPU 110a performs input processing for the first start port detection switch. Specifically, it determines whether a detection signal has been input from the first start port detection switch 45a, that is, whether a game ball has entered the first start port 45, and performs processing to dispense the prize ball, as well as processing to acquire and store special symbol judgment information. Details of the first start port detection switch input processing will be described later.
[0273] In step S240, the main CPU 110a performs input processing for the second start port detection switch. Specifically, it determines whether a detection signal has been input from the second start port detection switch 47a, that is, whether a game ball has entered the second start port 47, and performs processing to pay out the prize ball, as well as processing to acquire and store special symbol judgment information.
[0274] In step S250, the main CPU 110a performs gate detection switch input processing. Specifically, it determines whether a detection signal has been input from the gate detection switch 44a, that is, whether the game ball has passed through the regular gate 44, and then performs processing to acquire and store the regular gate determination information.
[0275] In step S260, the main CPU 110a performs a specific area detection switch input process. Specifically, it determines whether a detection signal from the specific area detection switch 53a was input during a minor win game (specific area validity period), that is, whether the game ball passed through the specific area 53. If the game ball passes through the specific area 53 during a minor win game, it sets a specific area passage flag to transition to a major win game and sends a specific area passage designation command to the performance control board 130. If the game ball passes through the specific area 53 when not in a minor win game, it does not set the specific area passage flag and sends a specific area passage error designation command to the performance control board 130, treating it as if a specific area passage error has occurred.
[0276] In step S270, the main CPU 110a performs input processing for the out-of-bounds ball detection switch. Specifically, it determines whether a detection signal has been received from the out-of-bounds ball detection switch 39a, that is, whether a game ball has entered the out-of-bounds opening 39, and then terminates the current input control processing.
[0277] (Input processing of the first start port detection switch on the main control board) The input processing for the first start port detection switch of the main control board 110 will be explained using Figure 13. Figure 13 is a flowchart showing the input processing for the first start port detection switch in the main control board 110.
[0278] First, in step S230-1, the main CPU 110a determines whether or not it has received a detection signal from the first start port detection switch 45a. If it has received a detection signal from the first start port detection switch 45a, it proceeds to step S230-2. If it has not received a detection signal from the first start port detection switch 45a, it terminates the current first start port detection switch input process.
[0279] In step S230-2, the main CPU 110a updates the 3-prize ball counter used for 3-prize balls by adding data indicating 3-prize balls, and in step S230-3, it acquires special symbol judgment information (random values for jackpot judgment, random values for special symbol judgment, random values for reach judgment, and random values for special symbol variation pattern judgment).
[0280] In step S230-4, the main CPU 110a determines whether the number of reserved first special symbols (U1) is less than 4. If the number of reserved first special symbols (U1) is less than 4, the process moves to step S230-5. If the number of reserved first special symbols (U1) is not less than 4, the current first start gate detection switch input process is terminated.
[0281] In step S230-5, the main CPU 110a updates the first special symbol hold count (U1) by adding "1" (U1←U1+1), and in step S230-6, it sets the first special symbol hold count specification command corresponding to the first special symbol hold count (U1) in the main RAM 110c's transmission data storage area for effects. As a result, the first special symbol hold count specification command is sent to the effects control board 130, and the first image display device 70 displays the number of first hold icons corresponding to the first special symbol hold count (U1).
[0282] In step S230-7, the main CPU 110a stores the special symbol judgment information acquired in step S230-3 in the earliest available space of the first special symbol judgment information holding storage area of the main RAM 110c.
[0283] Furthermore, the first special symbol judgment information reserve storage area, which stores special symbol judgment information acquired based on the entry of a game ball into the first starting opening 45, is composed of the first to fourth storage units. When determining a jackpot for the first special symbol, the judgment information stored in the first storage unit of the first special symbol judgment information reserve storage area is shifted to the special symbol judgment information execution storage area, and the jackpot determination is made using the shifted special symbol judgment information. In addition, reserve icons corresponding to the special symbol judgment information stored in the first to fourth storage units of the first special symbol judgment information reserve storage area are displayed in the first display unit 70B1 to the fourth display unit 70B4 of the first reserve icon display area 70B.
[0284] In step S230-8, the main CPU 110a determines whether the game is currently in a non-time-saving game state. If it is in a non-time-saving game state, it proceeds to step S230-9. If it is not in a non-time-saving game state, it terminates the input process for the first start gate detection switch.
[0285] In step S230-9, the main CPU 110a performs a first pre-determination process. In this first pre-determination process, it refers to a pre-determination table for pre-reading (pre-determining) special symbol determination information, pre-determines the special symbol determination information acquired this time before the variation display of the first special symbol occurs, and generates a first pre-read specification command to notify the performance control board 130 of the result of the pre-determination (planned special symbol variation pattern). Details of the pre-determination table will be described later.
[0286] In step S230-10, the main CPU 110a sets the first pre-read specification command generated in step S230-9 into the performance transmission data storage area of the main RAM 110c.
[0287] This allows the information about the first starting slot winning to be transmitted to the performance control board 130 as the first pre-read designation command. Upon receiving the first pre-read designation command, the sub-CPU 130a of the performance control board 130 can execute a pre-read notification (for example, a continuous notification effect, an icon change effect) that makes the player expect a jackpot game to be played over one or more display cycles, even before the display of the first special symbol corresponding to the first pre-read designation command begins.
[0288] Furthermore, the input processing for the second start gate detection switch is the same as the input processing for the first start gate detection switch, so the parts of the first start gate detection switch 45a, 3-prize ball counter, first special symbol reserve count (U1), first special symbol reserve count specification command, first special symbol judgment information reserve storage area, non-time-saving game state, first pre-determination processing, first pre-read specification command, first reserve icon display area 70B, and first display unit 70B1 to fourth display unit 70B4 should be replaced with the second start gate detection switch 47a, 2-prize ball counter, second special symbol reserve count (U2), second special symbol reserve count specification command, second special symbol judgment information reserve storage area, time-saving game state, second pre-determination processing, second pre-read specification command, second reserve icon display area 70D, and first display unit 70D1 to fourth display unit 70D4.
[0289] In this embodiment, the upper limit of the second special symbol reserve number (U2) is set to "4," but it may be more or less than this. Furthermore, the upper limit of the second special symbol reserve number may be lower than the upper limit of the first special symbol reserve number. Additionally, the special symbol judgment information acquired based on the entry into the second start port 47 may be stored only in the special symbol judgment information execution memory area, which stores the special symbol judgment information that is the target of judgment such as jackpot determination, and the second reserve storage may be eliminated entirely.
[0290] (Special electrical control processing of the main control board) The special electrical control processing of the main control board 110 will be explained using Figure 14. Figure 14 is a flowchart showing the special electrical control processing in the main control board 110.
[0291] First, in step S301, the main CPU 110a loads the values of the special drawing and special electrical processing data. In step S302, it references the branch destination address from the loaded special drawing and special electrical processing data, executes the processing corresponding to the branch destination address, and then terminates the current special drawing and special electrical control processing.
[0292] Specifically, if the special symbol special power processing data = 0, the special symbol memory determination process (step S310) is executed to start the display of the special symbol variation based on the held memory; if the special symbol special power processing data = 1, the special symbol variation process (step S320) is executed to stop the special symbol display as the variation time elapses; if the special symbol special power processing data = 2, the special symbol stop process (step S330) is executed to transition to a jackpot game according to the elapsed stop time and the type of special symbol that has stopped; if the special symbol special power processing data = 3, the jackpot game process (step S340) is executed to execute a jackpot game; if the special symbol special power processing data = 3, the minor jackpot game process (step S350) is executed to execute a minor jackpot game; and if the special symbol special power processing data = 5, the jackpot game termination process (step S360) is executed to terminate the jackpot game. Details of each process will be described later.
[0293] This "special feature and special electrical processing data" is set as needed within each subroutine of the special feature and special electrical control processing, as will be described later, so that the necessary subroutines for that game are processed accordingly.
[0294] (Special pattern memory determination process on the main control board) The special symbol memory determination process of the main control board 110 will be explained using Figure 15. Figure 15 is a flowchart showing the special symbol memory determination process in the main control board 110.
[0295] First, in step S310-1, the main CPU 110a determines whether or not a special symbol is currently being displayed in a variable state. If a special symbol is currently being displayed in a variable state, the special symbol memory determination process ends. If a special symbol is not currently being displayed in a variable state, the process moves to step S310-2.
[0296] In step S310-2, the main CPU 110a determines whether the number of reserved second special symbols (U2) is 1 or greater. If the number of reserved second special symbols (U2) is 1 or greater, the process moves to step S310-3; otherwise, the process moves to step S310-4.
[0297] In step S310-3, the main CPU 110a updates the second special symbol reserve count (U2) by subtracting "1", and in step S310-6, sets a special symbol memory specification command corresponding to the subtracted second special symbol reserve count (U2) in the main RAM 110c's performance transmission data storage area. As a result, the special symbol memory specification command is sent to the performance control board 130, and processing is performed to update the reserve icon displayed on the first image display device 70 and the display of the said icon.
[0298] In step S310-7, the main CPU 110a sets a game state specification command corresponding to the current game state in the performance transmission data storage area of the main RAM 110c, and in step S310-8, it performs a shift process on the data stored in the second special symbol judgment information storage area, shifting the special symbol judgment information stored in the first to fourth storage units to the previous storage unit.
[0299] For example, the special symbol judgment information stored in the fourth memory unit of the second special symbol judgment information holding memory area is shifted to the third memory unit of the second special symbol judgment information holding memory area. Also, the special symbol judgment information stored in the first memory unit of the second special symbol judgment information holding memory area is shifted to the special symbol judgment information execution memory area, and the special symbol judgment information used in the previous game that was stored in the special symbol judgment information execution memory area is erased.
[0300] Meanwhile, in step S310-4, the main CPU 110a determines whether the number of reserved first special symbols (U1) is 1 or greater. If the number of reserved first special symbols (U1) is 1 or greater, the process moves to step S310-5; otherwise, the process moves to step S319-1.
[0301] In step S310-5, the main CPU 110a updates the first special symbol hold count (U1) by subtracting "1", and in step S310-6, sets a special symbol storage specification command corresponding to the subtracted first special symbol hold count (U1) in the main RAM 110c's performance transmission data storage area. As a result, the special symbol storage specification command is sent to the performance control board 130, and processing is performed to update the hold icon displayed on the first image display device 70 and the display of the said icon.
[0302] In step S310-7, the main CPU 110a sets a game state specification command corresponding to the current game state in the performance transmission data storage area of the main RAM 110c, and in step S310-8, it performs a shift process on the data stored in the first special symbol hold memory area, shifting the special symbol judgment information stored in the first to fourth memory units to the previous memory unit.
[0303] For example, the special symbol judgment information stored in the fourth memory section of the first special symbol hold memory area is shifted to the third memory section of the first special symbol hold memory area. Also, the special symbol judgment information stored in the first memory section of the first special symbol hold memory area is shifted to the special symbol judgment information execution memory area, and the special symbol judgment information used in the previous game that was stored in the special symbol judgment information execution memory area is erased.
[0304] In addition, in conjunction with the shift processing of the special symbol judgment information in step S310-8, special symbol hold display data indicating the first special symbol hold number (U1) and the second special symbol hold number (U2) after subtraction is set in a predetermined area of the main RAM 110c. As a result, the display contents of the first special symbol hold indicator 63 and the second special symbol hold indicator 64 are updated.
[0305] Furthermore, in this embodiment, in steps S310-2 to S310-8, the second special symbol judgment information reserve storage area is shifted with priority over the first special symbol judgment information reserve storage area (the number of reserved special symbols for the second special symbol is subtracted with priority over the number of reserved special symbols for the first special symbol). However, the first special symbol judgment information reserve storage area or the second special symbol judgment information reserve storage area may be shifted in the order in which the game balls enter the starting opening (the number of reserved special symbols for the first and second special symbols may be subtracted in the order of entry), or the first special symbol judgment information reserve storage area may be shifted with priority over the second special symbol judgment information reserve storage area (the number of reserved special symbols for the first special symbol is subtracted with priority over the number of reserved special symbols for the second special symbol).
[0306] In step S311, the main CPU 110a executes a jackpot determination process that determines whether or not it is a jackpot and the special symbol stop data based on the special symbol determination information stored in the special symbol determination information execution memory area. Details of the jackpot determination process will be described later.
[0307] In step S312, the main CPU 110a sets a special symbol specification command corresponding to the type of special symbol determined in the jackpot determination process in the main RAM 110c's performance transmission data storage area. As a result, the special symbol specification command is sent to the performance control board 130, and processing is performed to determine the performance symbol 70a that will be displayed as a result of the variation performance.
[0308] In step S313, the main CPU 110a performs a special symbol variation pattern determination process to determine the variation pattern (variation time) of the special symbol based on the special symbol determination information stored in the special symbol determination information execution memory area. Details of the special symbol variation pattern determination process will be described later.
[0309] In step S314, the main CPU 110a sets a special symbol variation pattern specification command corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process into the main RAM 110c's performance transmission data storage area. As a result, the special symbol variation pattern specification command is sent to the performance control board 130, and processing is performed to determine the variation performance pattern, which is the performance mode of the variation performance that takes place while the special symbols are being displayed.
[0310] In step S315, the main CPU 110a sets the special symbol variation time (counter value) corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process into a predetermined area of the main RAM 110c, and in step S316, starts displaying the variation of the special symbol. As a result, in the game data creation process of step S700, LED lighting data for executing the display of the variation of the special symbol is created, and the created lighting data is output in the output control process of step S750, so that the variation of the special symbol is displayed in the first special symbol display 60 or the second special symbol display 61.
[0311] In step S317, the main CPU 110a clears the customer waiting state flag to terminate the customer waiting state, and in step S318, sets "1" to the special symbol special electric processing data, thereby ending the special symbol memory judgment process for this time.
[0312] (Main control board's jackpot determination process) The jackpot determination process of the main control board 110 will be explained using Figure 16. Figure 16 is a flowchart showing the jackpot determination process in the main control board 110.
[0313] In step S311-1, the main CPU 110a refers to the setting value stored in the setting value area of the main RAM 110c, and in step S311-2, selects a jackpot determination table to determine whether it is a jackpot or not (or a minor win or not). Details of the jackpot determination table will be described later.
[0314] In step S311-3, the main CPU 110a compares the current setting value and the random value used for jackpot determination with the jackpot determination table to determine whether it is a jackpot (or a minor win). If it is a jackpot, the process moves to step S311-4; otherwise, the process moves to step S311-5.
[0315] In step S311-4, the main CPU 110a selects a special symbol determination table for jackpots to determine the type of jackpot special symbol, and then proceeds to step S311-8. Details of the special symbol determination table for jackpots will be described later.
[0316] In step S311-5, the main CPU 110a compares the current setting value and the random value used for determining the jackpot with the jackpot determination table to determine whether it is a minor win or not. If it is a minor win, the process moves to step S311-6; otherwise, it is considered a loss and the process moves to step S311-7.
[0317] In step S311-6, the main CPU 110a selects a special symbol determination table for minor wins to determine the type of special symbol for minor wins, and then proceeds to step S311-8. Details of the special symbol determination table for minor wins will be described later.
[0318] In step S311-7, the main CPU 110a selects a special symbol determination table for determining losing symbols, and then proceeds to step S311-8. Details of the special symbol determination table for losing symbols will be described later.
[0319] In step S311-8, the main CPU 110a compares the type of special symbol (first special symbol, second special symbol) and the random value for special symbol determination with the special symbol determination table to determine which special symbol will be stopped and displayed as a result of the fluctuation display performed by the first special symbol display 60 or the second special symbol display 61.
[0320] In step S311-9, the main CPU 110a sets the stop special symbol data corresponding to the special symbol determined in step S311-9 into a predetermined area of the main RAM 110c, and terminates the jackpot determination process.
[0321] (Big win determination table) Figure 17(a) is a jackpot determination table for the first special symbol used to determine the special symbol judgment information obtained based on the entry of a game ball into the first starting port 45 (jackpot determination), and Figure 17(b) is a jackpot determination table for the second special symbol used to determine the special symbol judgment information obtained based on the entry of a game ball into the second starting port 47 (jackpot determination).
[0322] As shown in Figures 17(a) and 17(b), the jackpot determination table associates the current setting value, the current probability state, the random number used for jackpot determination, and the jackpot determination result (jackpot, minor win, or loss). For reference, the approximate winning probabilities for "jackpot" and "minor win" are listed in the far right column.
[0323] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 17(a) or the jackpot determination table for the second special symbol shown in Figure 17(b), and determines whether it is a "jackpot" or a "miss" based on the current setting value, probability state, and random value for jackpot determination.
[0324] For example, according to the jackpot determination table for the first special symbol shown in Figure 17(a), when the setting value is "1" and the game is in a normal state, 300 random numbers for jackpot determination, ranging from "100" to "399", are determined to be "jackpots". Random numbers for jackpot determination that are not determined to be jackpots are determined to be "misses".
[0325] In this embodiment, the jackpot determination table uses four setting levels, but it is not limited to this; six setting levels, two setting levels, one setting level, or even no setting function at all may be used.
[0326] (Special Symbol Judgment Table) Figure 18(a) is a special symbol determination table for jackpots, used to determine the type of special symbol when a jackpot is determined; Figure 18(b) is a special symbol determination table for minor wins, used to determine the type of special symbol when a minor win is determined; and Figure 18(c) is a special symbol determination table for losing, used to determine the type of special symbol when a losing outcome is determined.
[0327] As shown in Figures 18(a) to 18(c), the special symbol determination table associates the type of special symbol to be stopped and displayed, a random value for special symbol determination, the special symbol determination result, the stop special symbol data corresponding to the determination result, and the special symbol specification command corresponding to the determination result.
[0328] Special symbols "00" and "10" are losing symbols that do not trigger a jackpot game. Special symbol "01" is a special symbol that triggers a 4-round jackpot game (first jackpot game) without time reduction, which is played up to 4 times in which the second large prize slot 56 is opened for a maximum of 29.5 seconds and then closed for 2 seconds. Special symbol "02" is a special symbol that triggers a 4-round jackpot game with time reduction (second jackpot game), which is played up to 4 times in which the second large prize slot 56 is opened for a maximum of 29.5 seconds and then closed for 2 seconds. Symbol "03" is a special symbol that triggers a 10-round time-saving jackpot game (3rd jackpot game) in which the 2nd large prize slot 56 is opened for a maximum of 29.5 seconds and then closed for 2 seconds, up to 10 times. Special symbol "04" is a special symbol that triggers a 10-round time-saving jackpot game (4th jackpot game) in which the 2nd large prize slot 56 is opened for a maximum of 29.5 seconds and then closed for 2 seconds, up to 10 times.
[0329] The special symbol "13" is a special symbol that executes a first minor win game in which the first major prize opening 50 is opened for 1.8 seconds and then closed, and if the game ball passes through a specific area 53 during the first minor win game, a 4-round V major win game with a time reduction is executed with the first minor win game as the first round. The special symbol "14" is a special symbol that executes a second minor win game in which the first major prize opening 50 is opened for 1.8 seconds and then closed, and during the second minor win game The special symbol "15" is a special symbol that, when the game ball passes through a specific area 53, executes a 10-round V-jackpot game with a time-saving feature, with the second minor win game as the first round. The special symbol "15" executes a third minor win game, which opens the first major prize opening 50 for 1.8 seconds and then closes the first major prize opening 50. If the game ball passes through a specific area 53 during the third minor win game, it is a special symbol that executes a 10-round V-jackpot game with a time-saving feature, with the third minor win game as the first round.
[0330] After the first jackpot game ends, the game is set to a low probability non-time-saving game state (normal game state). After the second to fourth jackpot games end, the game is set to a low probability time-saving game state (time-saving game state). After the V jackpot game, which goes through the first to third minor jackpots, the game is set to a low probability time-saving game state (time-saving game state).
[0331] While each of the first and second special symbols is associated with one losing special symbol, it is also possible to associate at least one of the first or second special symbols with multiple losing special symbols.
[0332] The main CPU 110a refers to the special symbol determination table shown in any of Figures 18(a) to 18(c), and determines the type of special symbol to be stopped and displayed, the random value for special symbol determination, the type of special symbol to stop, and the special symbol specification command, and transmits the special symbol specification command to the performance control board 130.
[0333] The first characteristic of the special symbol determination table shown in Figure 18 is that the types of winning special symbols and losing special symbols remain the same regardless of the setting value. This allows players to play with peace of mind without complicating the gameplay.
[0334] A second characteristic of the special symbol determination table shown in Figure 18 is that the selection ratio of each jackpot special symbol and each losing symbol remains constant regardless of the setting value. This prevents the player's advantage from changing drastically depending on the setting value, allowing players to play with peace of mind.
[0335] (Special Pattern Variation Determination Table) Figure 19(a) is a special symbol variation pattern determination table 1 for non-time-saving states, used to determine the variation pattern of special symbols in a non-time-saving state; Figure 19(b) is a special symbol variation pattern determination table 2 for non-time-saving states, used to determine the variation pattern of special symbols according to the remaining reserve of the second special symbol at the end of the time-saving state; and Figure 20 is a special symbol variation pattern determination table for time-saving states, used to determine the variation pattern of special symbols in a time-saving state.
[0336] As shown in Figures 19 to 20, the special symbol variation pattern determination table associates the type of special symbol (starting point) that performs the variation display, the jackpot determination result, the special symbol determination result (stopped special symbol data), the random value for reach determination, the number of first special symbols held (U1) or the number of second special symbols held (U2), the random value for special symbol variation pattern determination, the special symbol variation pattern as a determination result, the variation time of the special symbol, and the special symbol variation pattern specification command that indicates the special symbol variation pattern. The rightmost column contains, for reference, the performance content that can be executed in the variation performance (variation display of performance symbol 70a and special symbol TZ, variation display of special symbol TZ only) controlled by the performance control board 130 in accordance with the special symbol variation pattern specification command.
[0337] Therefore, a "special symbol variation pattern" can be defined as something that allows for the identification of the type of special symbol, the jackpot determination result, the type of special symbol, and the variation time of the special symbol.
[0338] The main CPU 110a refers to the special symbol variation pattern determination table shown in Figures 19 to 20, and determines the special symbol variation pattern based on the jackpot determination result, special symbol determination result (stopped special symbol data), random value for reach determination, first special symbol reserve number (U1) or second special symbol reserve number (U2), and random value for special symbol variation pattern determination, and sends a special symbol variation pattern specification command corresponding to the special symbol variation pattern to the performance control board 130.
[0339] As shown in the fluctuation pattern determination table in Figures 19 to 20, the following are the effects: "Normal fluctuation," "Shortened fluctuation," "Super shortened fluctuation," and "Long fluctuation" mean that the three effect symbols 70a fluctuate independently at high speed and stop without resulting in a reach. Also, "Instant fluctuation" means that the special symbol TZ fluctuates without the fluctuation display of the three effect symbols 70a and stops instantly without resulting in a reach.
[0340] Furthermore, "Reach" refers to a variation in which, in normal gameplay, some of the combinations of the symbols 70a that signal a jackpot temporarily stop, while other symbols 70a change, giving the player the expectation that a jackpot game will be played. In time-saving gameplay, it refers to a variation in which, mainly, some of the combinations of the symbols 70a that signal a minor win temporarily stop, while other symbols 70a change, giving the player the expectation that a minor win game will be played. For example, if the combination of three symbols 70a, "777," is set as the combination of symbols 70a that signal a jackpot or minor win, it refers to a variation where the same symbols 70a temporarily stop at "7" in the left and right areas, while the remaining symbols 70a change in the central area.
[0341] Furthermore, the term "temporary stop" as described above refers to a state in which the performance symbol 70a shakes slightly or deforms slightly, giving the player the impression that the performance symbol 70a is stopped (but is not completely stopped).
[0342] Furthermore, a "normal reach" refers to a reach animation where the same 70a symbols temporarily stop in the left and right areas, and the remaining 70a symbol changes in the central area. This is the reach animation with the lowest probability of resulting in a big win or a small win.
[0343] Furthermore, "SP Reach" and "Special SP Reach" are super reach sequences that offer a higher probability of a big or small win than a normal reach. They are performed after a development sequence following a normal reach sequence. For example, two sequence symbols 70a shrink and move to the corner of the first image display device 70, and a special reach sequence is performed using almost the entire display area of the first image display device 70. Note that "Special SP Reach" performs a more special sequence than "SP Reach".
[0344] Furthermore, "SPSP Reach" and "SPSP '7' Reach" are special reach sequences that offer a higher probability of a big win or small win than the SP Reach, and are performed after the Normal Reach or Super Reach sequences. For example, a development sequence is performed from the Normal Reach sequence, after which three symbols 70a shrink and move to the corner of the first image display device 70, and a special reach sequence that is more special than the "SP Reach" is performed using almost the entire display area of the first image display device 70. Note that in the "SPSP Reach," the reach sequence is performed with symbols 70a other than "7," and in the "SPSP '7' Reach," the reach sequence is performed with the "7" symbol, and the "SPSP '7' Reach" is a reach sequence that offers a higher probability of a big win or small win than the "SPSP Reach."
[0345] Furthermore, a "full rotation reach" is a reach that guarantees a jackpot and is performed after a normal reach animation. For example, a development animation is performed after a normal reach animation, and then all three animation symbols 70a are aligned identically and move slowly, and a special reach animation (a reach animation that guarantees a jackpot) is performed using almost the entire display area of the first image display device 70, which is more special than the "SPSP reach" or "SPSP "7" reach".
[0346] The "Revival Long Performance" refers to a variable performance according to the remaining hold of the second special symbol at the end of the time shortening (during the display of the result screen showing the game result while the player is in an advantageous state), in which a performance suggesting an advantageous result (a special game is executed) for the player is carried out, and finally a revival performance is carried out in a state where the three performance symbols 70a are aligned. Also, the "Revival Performance" refers to a variable performance according to the remaining hold of the second special symbol at the end of the time shortening (during the display of the result screen showing the game result while the player is in an advantageous state), in which a performance suggesting an advantageous result (a special game is executed) for the player is carried out, and finally a revival performance is carried out in a state where the three performance symbols 70a are aligned. Note that the "Revival Performance" is a time shortening performance shorter than the "Revival Long Performance".
[0347] The "Non-Reach Chance Performance" refers to a performance that stimulates whether the player will obtain an advantageous result (a minor win) without reaching after the start of the variation (expecting the player to obtain an advantageous result), and finally, a performance is executed to display the three performance symbols 70a in a scattered state to inform the player of an unfavorable result, or to display the three performance symbols 70a in an aligned state to inform the player of an advantageous result. Note that in the time shortening game state, it is a time shortening performance shorter than when the reach performance is executed.
[0348] As the first feature of the special symbol variation pattern determination table shown in FIGS. 19 to 20, it can be cited that the type of the determined special symbol variation pattern is the same without changing according to the set value. By doing so, it becomes difficult to see through the set value from the special symbol variation pattern, and it becomes possible to provide a fair game.
[0349] As the second feature of the special symbol variation pattern determination table shown in FIGS. 19 to 20, it can be cited that the selection ratio of each special symbol variation pattern is the same without changing according to the set value. By doing so, it becomes difficult to see through the set value from the special symbol variation pattern, and it becomes possible to provide a fair game.
[0350] A third feature of the special symbol variation pattern determination table shown in Figures 19 to 20 is that when the number of reserved special symbols for the first special symbol increases to 2 or 3 during a non-time-saving state, a shortened variation is more likely to be determined as the variation pattern for the first special symbol. On the other hand, even when the number of reserved special symbols for the second special symbol increases to 2 or 3 during a non-time-saving state, a shortened variation is not determined as the variation pattern for the second special symbol. In this way, the time efficiency (execution efficiency) of the special symbol variation display can be increased when shooting to the left compared to when shooting to the right during a non-time-saving state, thereby improving the enjoyment of the game.
[0351] A fourth feature of the special symbol variation pattern determination table shown in Figures 19 to 20 is that even if the number of reserved first special symbols increases to 1 to 3 during the time-saving state, the (super) shortened variation is not determined as the variation pattern for the first special symbol. On the other hand, if the number of reserved second special symbols increases to 1 to 3 during the time-saving state, the (long) shortened variation is more likely to be determined as the variation pattern for the second special symbol. In this way, the time efficiency (execution efficiency) of the special symbol variation display can be increased when shooting to the right rather than to the left during the time-saving state, making it possible to improve the enjoyment of the game.
[0352] In addition, the special symbol variation pattern determination table for the time-saving state shown in Figure 20 is set so that a reach animation is always performed when a big win or a small win occurs. However, it is also possible to perform an instant win animation (for example, a variation time of 5 seconds) that is displayed when the three animation symbols 70a are aligned without going through the reach animation. In this case, the instant win animation may be performed at a higher rate when a small win occurs than when a big win occurs, or vice versa. Alternatively, the instant win animation may not be performed when a big win occurs, but may be performed when a small win occurs, or vice versa.
[0353] (Pre-determination table) Figure 21(a) is a pre-determination table for the non-time-saving state, used to pre-determine (pre-read) special symbol judgment information acquired based on the entry of a game ball into the first start port 45 during the non-time-saving state, and Figure 21(b) is a pre-determination table for the time-saving state, used to pre-determine (pre-read) special symbol judgment information acquired based on the entry of a game ball into the second start port 47 during the time-saving state.
[0354] As shown in Figure 21, the pre-determination table associates the type of special symbol (starting point), the jackpot determination result, the special symbol determination result, the random value for reach determination, the random value for special symbol variation pattern determination, the planned special symbol variation pattern as a determination result, and the pre-read specification command indicating the planned special symbol variation pattern. The rightmost column contains, for reference, the performance content that can be executed in the variation performance (variation display of performance symbol 70a and special symbol TZ, variation display of special symbol TZ only) controlled by the performance control board 130 according to the special symbol variation pattern specification command.
[0355] Therefore, a "special symbol planned variation pattern" can be defined as something that allows for the identification of the type of special symbol, the result of the jackpot determination, the type of special symbol, and the planned special symbol variation pattern to be executed.
[0356] The main CPU 110a refers to the pre-determination table shown in Figure 21 and determines the planned special symbol variation pattern based on the random values for jackpot determination, special symbol determination, reach determination, and special symbol variation pattern determination, and sends a pre-read specification command corresponding to the planned special symbol variation pattern to the performance control board 130.
[0357] (Special pattern variation processing on the main control board) The special symbol variation process of the main control board 110 will be explained using Figure 22. Figure 22 is a flowchart showing the special symbol variation process in the main control board 110.
[0358] First, in step S320-1, the main CPU 110a determines whether the variation time set in the special symbol variation pattern determination process described above has elapsed. If the variation time has elapsed, the process moves to step S320-2; otherwise, the special symbol variation process is terminated.
[0359] In step S320-2, the main CPU 110a displays the special symbols determined in the jackpot determination process described above, and in step S320-3, sets a stop time in a predetermined area of the main RAM 110c according to the game situation. Specifically, if it is the final spin display in the time-saving game state, it sets 2.0 seconds, and if it is any other spin display, it sets 0.5 seconds.
[0360] In step S320-4, the main CPU 110a determines whether or not a time-saving flag is set in the main RAM 110c. If the time-saving flag is set, the process moves to step S320-5 to update the remaining number of time-saving operations; if the time-saving flag is not set, the process moves to step S320-10 to not update the remaining number of time-saving operations.
[0361] In step S320-5, the main CPU 110a determines whether the current special symbol display is the first special symbol. If it is the first special symbol, in step S320-6, it subtracts 1 from the first time-saving count (J1), which is the number of time-saving counts for the first special symbol saved in the main RAM 110c, and from the third time-saving count (J3), which is the combined number of time-saving counts for the first and second special symbols. If it is not the first special symbol (i.e., it is the second special symbol), in step S320-7, it subtracts 1 from the second time-saving count (J2), which is the number of time-saving counts for the second special symbol saved in the main RAM 110c, and from the third time-saving count (J3) mentioned above.
[0362] In step S320-8, the main CPU 110a determines whether any one of the first time-saving count (J1), second time-saving count (J2), or third time-saving count (J3) has become "0". If it has not become "0", the process moves to step S320-10. If it has become "0", in step S320-9, the time-saving flag and the various time-saving counts (J1, J2, J3) saved in the main RAM 110c are cleared to end the time-saving game state (start the normal game state).
[0363] In step S320-10, the main CPU 110a determines whether or not a special jackpot symbol has stopped and been displayed. If it is not a special jackpot symbol, the process moves to step S320-12. If it is a special jackpot symbol, in step S320-11, the time-saving flag and various time-saving counts (J1, J2, J3) saved in the main RAM 110c are cleared to end the time-saving game state (start the normal game state).
[0364] In step S320-12, the main CPU 110a sets "2" to the special symbol special electrical processing data, and in step S320-13, sets a game state specification command corresponding to the current game state (game state determined by the presence or absence of the time-saving flag) in the main RAM 110c's performance transmission data storage area. As a result, the game state specification command is sent to the performance control board 130, and the performance control board 130 performs processing to update the game state. After this processing is completed, the special symbol variation processing for this time is terminated.
[0365] (Special symbol stop processing on the main control board) The special symbol stopping process of the main control board 110 will be explained using Figure 23. Figure 23 is a flowchart of the special symbol stopping process in the main control board 110.
[0366] First, in step S330-1, the main CPU 110a determines whether the stop time set in the special symbol variation process described above has elapsed. If the stop time has elapsed, the process moves to step S330-2; otherwise, the special symbol stop process is terminated.
[0367] In step S330-2, the main CPU 110a determines whether or not a jackpot special symbol is displayed. If it is a jackpot special symbol, the process moves to step S330-3; otherwise, it is not a jackpot special symbol (it is a minor win special symbol or a losing special symbol), the process moves to step S330-5.
[0368] In step S330-3, the main CPU 110a performs a jackpot opening transition process, such as selecting jackpot game control data (maximum number of rounds, maximum number of winning balls, opening time, etc.) corresponding to the stopped special symbol data (jackpot special symbol) from the jackpot game control data determination table (not shown) for executing the jackpot game. In step S330-4, it sets "3" to the special symbol special power processing data to transition to the jackpot game processing, and moves the process to step S330-8.
[0369] In step S330-5, the main CPU 110a determines whether or not a special winning symbol is displayed. If it is a special winning symbol, the process moves to step S330-6; otherwise, it moves to step S330-10.
[0370] In step S330-6, the main CPU 110a performs a mini-win opening transition process, such as selecting mini-win game control data (maximum number of winning balls, opening time, etc.) corresponding to the stopped special symbol data (mini-win special symbol) from the mini-win game large prize entry control data determination table (not shown) for executing the mini-win game. In step S330-7, it sets "4" to the special symbol special electric processing data to transition to the mini-win game, and then moves the process to step S330-8.
[0371] In step S330-8, the main CPU 110a sets the opening time corresponding to the selected control data in the main RAM 110c, and in step S330-9, sets the opening specification command in the performance transmission data storage area of the main RAM 110c. As a result, the opening specification command is sent to the performance control board 130, and processing is performed to execute the opening performance for the jackpot game or minor jackpot game. After this processing is completed, the special symbol stopping process for this time is terminated.
[0372] In addition to the opening specification command, a right-hand shooting notification specification command may also be sent to the performance control board 130. The performance control board 130 may then display a right-hand shooting image (for example, a small right-hand shooting image MG) upon receiving the right-hand shooting notification specification command. For example, if an opening specification command is received but a right-hand shooting notification specification command is not received, the right-hand shooting image (for example, a small right-hand shooting image MG) may not be displayed even during the opening performance.
[0373] In step S330-10, the main CPU 110a sets the special symbol memory judgment data to "0" in order to move processing to the special symbol memory judgment process, and terminates the special symbol stop process.
[0374] (Main control board's jackpot game processing) The jackpot game processing of the main control board 110 will be explained using Figure 24. Figure 24 is a flowchart showing the jackpot game processing on the main control board 110.
[0375] First, in step S340-1, the main CPU 110a determines whether or not the opening is currently in progress. Specifically, it determines whether the opening time set in the special symbol stop process described above is "0" or greater. If the opening is in progress, the process moves to step S340-2; otherwise, the process moves to step S340-5.
[0376] In step S340-2, the main CPU 110a determines whether the opening time set in the special symbol stopping process described above has elapsed. If the opening time has elapsed, the process moves to step S340-3; otherwise, the jackpot game process for this round is terminated.
[0377] In step S340-3, the main CPU 110a performs a round game transition process. Specifically, it adds "1" to the number of round games (R) stored in the main RAM 110c and sets a round-in-progress flag in the main RAM 110c to indicate that a round game is in progress.
[0378] In step S340-4, the main CPU 110a sets a round designation command corresponding to the number of rounds played (R) in the main RAM 110c's transmission data storage area for performance, and terminates the processing for this jackpot game. As a result, the round designation command is sent to the performance control board 130, and processing is carried out to execute the round performance corresponding to this round game.
[0379] In step S340-5, the main CPU 110a determines whether or not a round game is currently in progress. Specifically, it determines whether or not the round game flag is set in the main RAM 110c. If a round game is in progress, the process moves to step S340-6; otherwise, the process moves to step S340-12.
[0380] In step S340-6, the main CPU 110a determines whether the conditions for opening the jackpot have been met. Specifically, it determines whether the elapsed time since the start of the current round of play has reached the timing for opening the jackpot, which is determined by the control data of the jackpot game. If the conditions for opening the jackpot have been met, the process moves to step S340-7; otherwise, the process moves to step S340-8.
[0381] In step S340-7, the main CPU 110a performs the process of opening the big prize slot. Specifically, it identifies the type of big prize slot to be opened (first big prize slot 50 or second big prize slot 56) and the opening time of the big prize slot (first big prize slot 50 or second big prize slot 56) from the control data of the jackpot game, and sets the opening time of the big prize slot and the drive data of the big prize slot opening / closing solenoid (first big prize slot opening / closing solenoid 51b or second big prize slot opening / closing solenoid 57b) in the main RAM 110c. As a result, the big prize slot is converted to the open state.
[0382] In step S340-8, the main CPU 110a determines whether the conditions for closing the big prize slot have been met. Specifically, it determines whether the current opening of the big prize slot was before the final opening in the current round of play, and whether the opening time has elapsed. If the conditions for closing the big prize slot have been met, the process moves to step S340-9; otherwise, the process moves to step S340-10.
[0383] In step S340-9, the main CPU 110a performs the process of closing the big prize slot. Specifically, it identifies the interval time (closing time) of the big prize slot (first big prize slot 50 or second big prize slot 56) from the control data of the jackpot game, sets the interval time (closing time) of the big prize slot in the main RAM 110c, and clears the drive data of the big prize slot opening / closing solenoid set in the main RAM 110c. As a result, the big prize slot is converted to a closed state.
[0384] In step S340-10, the main CPU 110a determines whether the conditions for transitioning to an interval have been met. Specifically, it determines whether the number of game balls that have entered the major prize slots (first major prize slot 50 or second major prize slot 56) in the current round of play has reached the maximum number of balls that have entered, or whether the opening time for the final opening of the major prize slots in the current round of play has elapsed. If the conditions for transitioning to an interval have been met, the process moves to step S340-11; otherwise, the process for this jackpot game ends.
[0385] In step S340-11, the main CPU 110a performs interval transition processing. Specifically, it identifies the current interval time (the closing time of the big prize slot) from the control data of the jackpot game, sets the interval time in the main RAM 110c, and clears the drive data for the big prize slot solenoid stored in the main RAM 110c. This converts the big prize slot to a closed state. In addition, it replaces the round-in-progress flag stored in the main RAM 110c with an interval-in-progress flag to indicate that an interval is in progress. Once the interval transition processing is complete, the jackpot game processing for this time is terminated.
[0386] In step S340-12, the main CPU 110a determines whether or not it is currently in an interval. Specifically, it determines whether or not the interval flag is set in the main RAM 110c. If it is in an interval, it proceeds to step S340-13; otherwise, it proceeds to step S340-19.
[0387] In step S340-13, the main CPU 110a determines whether the interval time has elapsed. If the interval time has elapsed, the process moves to step S340-14; otherwise, the jackpot game process for this round is terminated.
[0388] In step S340-14, the main CPU 110a determines whether the final round of the current jackpot game has finished. If the final round has finished, the process moves to step S340-17; otherwise, the process moves to step S340-15.
[0389] In step S340-15, the main CPU 110a performs a round game transition process. Specifically, it adds "1" to the number of round games (R) stored in the main RAM 110c. It also replaces the interval flag stored in the main RAM 110c with a round game flag.
[0390] In step S340-16, the main CPU 110a sets a round designation command corresponding to the number of rounds played (R) in the main RAM 110c's transmission data storage area for performance, and terminates the processing for the current jackpot game. As a result, the round designation command is sent to the performance control board 130, and processing is carried out to execute the round performance corresponding to the current round game.
[0391] In step S340-17, the main CPU 110a performs the ending transition process. Specifically, it identifies the ending time from the control data of the jackpot game and sets the ending time in the main RAM 110c. It also replaces the interval flag stored in the main RAM 110c with an ending flag indicating that the game is in the middle of the ending.
[0392] In step S340-18, the main CPU 110a sets an ending designation command in the main RAM 110c's data storage area for performance effects, indicating that it is the ending of a jackpot game, and terminates the processing for this jackpot game. As a result, the ending designation command is sent to the performance control board 130, and processing is initiated to execute the ending effects corresponding to this jackpot game.
[0393] In step S340-19, the main CPU 110a determines whether the game is currently in the ending phase. Specifically, it determines whether the ending phase flag is set in the main RAM 110c. If the game is in the ending phase, it proceeds to step S340-20; otherwise, it terminates the current jackpot game process.
[0394] In step S340-20, the main CPU 110a determines whether the ending time has elapsed. If the ending time has not elapsed, it terminates the current jackpot game processing. If the ending time has elapsed, in step S340-21, it sets "5" in the special feature special electric processing data to move to the jackpot game termination processing, and terminates the current jackpot game processing.
[0395] (Main control board's processing of minor wins) The processing of minor wins in the main control board 110 will be explained using Figure 25. Figure 25 is a flowchart showing the processing of ending minor wins in the main control board 110.
[0396] First, in step S350-1, the main CPU 110a determines whether or not the opening is currently in progress. Specifically, it determines whether or not the opening time set in the special symbol stop process described above is "0" or greater. If the opening is in progress, the process moves to step S350-2; otherwise, the process moves to step S350-4.
[0397] In step S350-2, the main CPU 110a determines whether the opening time set in the special symbol stopping process described above has elapsed. If the opening time has elapsed, in step S350-3, it sets an opening / closing game flag in the main RAM 110c to indicate that the opening / closing game, which opens and closes the big prize slot, is in progress. If the opening time has not elapsed, it terminates the current small prize game process.
[0398] In step S350-4, the main CPU 110a determines whether or not the opening and closing game of the big prize slot is in progress. If the opening and closing game is in progress, the process moves to step S350-5; otherwise, the process moves to step S350-21.
[0399] In step S350-5, the main CPU 110a determines whether the conditions for opening the big prize slot have been met. Specifically, it determines whether the opening or interval of the small prize game has ended. If the conditions for opening the big prize slot have been met, the process moves to step S350-6; otherwise, the process moves to step S350-7.
[0400] In step S350-6, the main CPU 110a performs the process of opening the large prize slot. Specifically, it identifies the type of large prize slot to be opened (first large prize slot 50 or second large prize slot 56) and the opening time of the current large prize slot (first large prize slot 50 or second large prize slot 56) from the control data of the small prize game, and sets the opening time of the large prize slot and the drive data for the large prize slot opening / closing solenoid (first large prize slot opening / closing solenoid 51b or second large prize slot opening / closing solenoid 57b) in the main RAM 110c. As a result, the large prize slot is converted to an open state.
[0401] In step S350-7, the main CPU 110a determines whether the conditions for opening the specific area 53 have been met. Specifically, it determines whether the opening timing for the specific area 53 (in this case, the opening timing for the big prize slot) has arrived, as determined by the control data of the specific area. If the conditions for opening the specific area 53 have been met, the process moves to step S350-8; otherwise, the process moves to step S350-9.
[0402] In step S350-8, the main CPU 110a performs a specific area release process. Specifically, it sets the drive data for the specific area opening / closing solenoid 53b into the main RAM 110c. This converts the specific area 53 to an open state.
[0403] In step S350-9, the main CPU 110a determines whether the closing condition for the specific region 53 has been met. Specifically, it determines whether the closing timing for the specific region 53 (in this case, the closing timing for the grand prize winning area) has been reached, as determined by the control data of the specific region. If the closing condition for the specific region 53 has been met, the process moves to step S350-10; otherwise, the process moves to step S350-11.
[0404] In step S350-10, the main CPU 110a performs a specific area closing process. Specifically, it clears the drive data for the specific area opening / closing solenoid 53b, which is set in the main RAM 110c. As a result, the specific area 53 is converted to a closed state.
[0405] In step S350-11, the main CPU 110a determines whether the conditions for closing the large prize slot have been met. Specifically, it determines whether the time for the large prize slot to be open has elapsed and whether the number of prizes entering the large prize slot has reached the maximum number. If the conditions for closing the large prize slot have been met, the process moves to step S350-12; otherwise, the process moves to step S350-13.
[0406] In step S350-12, the main CPU 110a performs the process of closing the main prize slot. Specifically, it identifies the interval time (closing time) from the control data of the minor prize game, sets the interval time of the main prize slot in the main RAM 110c, and clears the drive data for the opening / closing solenoid of the main prize slot that is set in the main RAM 110c. As a result, the main prize slot is converted to a closed state.
[0407] In step S350-13, the main CPU 110a determines whether the final interval time for the minor win game has elapsed. If the final interval time has elapsed, in step S350-14, it clears the opening / closing game flag set in the main RAM 110c. If the final interval time has not elapsed, it terminates the current minor win game process.
[0408] In step S350-15, the main CPU 110a determines whether the aforementioned specific area passage flag is saved in the game RWM area of the main RAM 110c. If the specific area passage flag is saved, the process moves to step S350-16, assuming that a jackpot game is executed because the game ball passed through the specific area 53 during opening and closing gameplay. If the specific area passage flag is not saved, the process moves to step S350-19, assuming that the ending is executed because the game ball did not pass through the specific area 53 during opening and closing gameplay.
[0409] In step S350-16, the main CPU 110a clears a flag indicating passage through a specific area saved in the main RAM 110c, and in step S350-17, it performs a process to transition to a jackpot game. Specifically, it selects control data (maximum number of rounds, maximum number of winning balls, opening time, etc.) corresponding to the stopped special symbol data (the special symbol that stopped) from the jackpot game's big prize entry control data determination table, and performs processes such as clearing the time-saving flag and various time-saving counts (J1, J2, J3) saved in the main RAM 110c to terminate the time-saving game state.
[0410] In step S350-18, the main CPU 110a sets "3" in the special symbol special electric processing data to move on to the big win game processing, and terminates the current small win game processing.
[0411] In step S350-19, the main CPU 110a performs the ending transition process. Specifically, it identifies the ending time from the control data of the minor win game and sets the ending time in the main RAM 110c.
[0412] In step S350-20, the main CPU 110a sets an ending designation command in the main RAM 110c's transmission data storage area to indicate that it is the end of a minor win game, and terminates the processing of the current minor win game. As a result, the ending designation command is sent to the performance control board 130, and processing is performed to execute an ending performance corresponding to the current minor win game (such as a disappointment notification performance that notifies that the game ball did not pass through a specific area 53 during the minor win game, or more specifically, during the opening and closing game).
[0413] In step S350-21, the main CPU 110a determines whether the game is currently in the ending phase. Specifically, it determines whether the ending time set in step S350-19 is "0" or greater. If the game is in the ending phase, it proceeds to step S350-22; otherwise, it terminates the current minor win game process.
[0414] In step S350-22, the main CPU 110a determines whether the ending time set in step S350-19 has elapsed. If the ending time has not elapsed, the current minor win game processing is terminated. If the ending time has elapsed, in step S350-23, the special symbol special electric processing data is set to "0" in order to move processing to the special symbol memory determination process, and then the current minor win game processing is terminated.
[0415] Thus, even if a game ball passes through a specific area 53 during a minor win, the major win game will not be executed until the minor win game (conversion game) is finished (the first major prize slot is opened 10 times or 10 game balls are awarded). Therefore, the timing of when the game ball passes through the specific area 53 does not put the player at a disadvantage, and the enjoyment of the game can be improved.
[0416] Furthermore, if the game ball passes through a specific area 53 during a minor win, the game proceeds to a major win without triggering the ending of the minor win. This eliminates the prolonged gap between the minor win and the major win, enhancing the enjoyment of the game. Alternatively, the game may be designed to proceed to the ending of the minor win before the major win.
[0417] (Main control board's jackpot game termination process) The jackpot game termination process of the main control board 110 will be explained using Figure 26. Figure 26 is a flowchart showing the jackpot game termination process in the main control board 110.
[0418] First, in step S360-1, the main CPU 110a retrieves the stop special symbol data saved in the main RAM 110c, and in step S360-2, it determines whether the stop special symbol data is the first special symbol. If it is the first special symbol, in step S360-3, it selects a game state setting table for the first special symbol to set the game state after the jackpot game with the first special symbol has finished. On the other hand, if it is not the first special symbol (i.e., it is the second special symbol), in step S360-4, it selects a game state setting table for the second special symbol to set the game state after the jackpot game with the second special symbol has finished. Details of each game state setting table will be described later.
[0419] In step S360-5, the main CPU 110a retrieves the game state information at the time of winning, which is saved in the main RAM 110c. In step S360-6, it compares the stopped special symbol data and the game state information at the time of winning with the selected game state setting table to determine the game state flag and various time-saving rounds (J1~J3) according to the game state after the jackpot game ends, and sets them in the main RAM 110c.
[0420] In step S360-7, the main CPU 110a sets a game state specification command corresponding to the game state flag in the performance transmission data storage area. As a result, the game state specification command is sent to the performance control board 130, and the performance control board 130 performs processing to update the game state.
[0421] Furthermore, when ending a jackpot game or a time-saving game state and transitioning to a normal game state, a command to specify the end of the right-hand shooting notification may be sent to the performance control board 130. The performance control board 130 may then hide the right-hand shooting image (for example, the small right-hand shooting image MG) upon receiving the command to specify the end of the right-hand shooting notification. For example, if a game state specification command indicating a transition to a normal game state has not been received, but the command to specify the end of the right-hand shooting notification has been received, the right-hand shooting image (for example, the small right-hand shooting image MG) may be hidden.
[0422] In step S360-8, the main CPU 110a sets "0" to the special symbol special electrical processing data in order to move processing to the special symbol memory judgment process, and then terminates the process for ending this jackpot game.
[0423] In addition, at the end of a jackpot game, the game state after the jackpot game is determined based on the game state at the time of winning the jackpot or minor win. However, the game state after the jackpot game may also be determined based on the game state when the special jackpot symbol or special minor win symbol is displayed.
[0424] (Game state setting table) Figure 27(a) shows a game state setting table for the first special symbol, used to set the game state after a jackpot game with the first special symbol has finished. Figure 27(b) shows a game state setting table for the second special symbol, used to set the game state after a jackpot game with the second special symbol has finished.
[0425] As shown in Figure 27, each game state setting table associates the following: special symbol data for the jackpot or minor win; game state information indicating the game state when a jackpot or minor win is achieved; game state flags to be set (a normal flag indicating the normal game state, a first time-saving flag indicating the first time-saving game state, and a second time-saving flag indicating the second time-saving game state); the first time-saving count (J1), which is the number of times the first special symbol that ends the time-saving game state is displayed; the second time-saving count (J2), which is the number of times the second special symbol that ends the time-saving game state is displayed; and the third time-saving count (J3), which is the total number of times the first and second special symbols that end the time-saving game state are displayed.
[0426] For example, if the stop special symbol data is "02", and the game state at the time of winning is the normal game state, the first time reduction flag will be set as the game state flag, and the first time reduction rounds (J1) will be set to 6, the second time reduction rounds (J2) to 60, and the third time reduction rounds (J3) to 65. Also, if the game state at the time of winning is the first time reduction game state, the first time reduction flag will be set as the game state flag, and the first time reduction rounds (J1) will be set to 6, the second time reduction rounds (J2) to 60, and the third time reduction rounds (J3) to 65. Also, if the game state at the time of winning is the second time reduction game state, the first time reduction flag will be set as the game state flag, and the first time reduction rounds (J1) will be set to 6, the second time reduction rounds (J2) to 60, and the third time reduction rounds (J3) to 65.
[0427] Furthermore, if the stop special symbol data for the first special symbol is "01 (first jackpot)", regardless of the game state at the time of winning, the normal flag is set at the end of the jackpot game and the game is controlled to the normal game state. However, if the time of winning is the first time-saving game state or the second time-saving game state, the first time-saving flag is set at the end of the jackpot game and the game is controlled to the first time-saving game state (J1=6 times, J2=60 times, J3=65 times). This means that the game state is downgraded before and after the jackpot game only when the time of winning is the second time-saving game state.
[0428] Furthermore, if the stop special symbol data for the first special symbol is "01 (first jackpot)", and the win occurs in the first time-saving game state, the first time-saving flag is set at the end of the jackpot and the game is controlled to the first time-saving game state (J1=6 times, J2=60 times, J3=65 times). If the win occurs in the second time-saving game state, the second time-saving flag is set at the end of the jackpot and the game is controlled to the second time-saving game state. In this way, the game state may be maintained before and after the jackpot game.
[0429] Furthermore, if the stop special symbol data for the first special symbol is "01 (first jackpot)", and the win occurs in the first time-saving game state, the normal flag is set at the end of the jackpot game to control the game to the normal game state. Conversely, if the win occurs in the second time-saving game state, the first time-saving flag is set at the end of the jackpot game to control the game to the first time-saving game state. In this way, the game state may be downgraded before and after the jackpot game.
[0430] Furthermore, if the stop special symbol data for the first special symbol is "02 (second jackpot)", and the win occurs in the second time-saving game state, the first time-saving flag is set at the end of the jackpot game to control the game to the first time-saving game state. However, if the win occurs in the second time-saving game state, the second time-saving flag is set at the end of the jackpot game to control the game to the second time-saving game state (J1=6 times, J2=120 times, J3=125 times), thereby maintaining the game state before and after the jackpot game.
[0431] (Game flow) Next, using Figure 28, we will explain the game flow of the gaming machine 1 according to the game state controlled by referring to the game state setting table in Figure 27. Figure 28 is a diagram showing the game flow of the gaming machine 1.
[0432] First, this embodiment employs a so-called "Type 1, Type 2" system. The "Type 1, Type 2" system has two game states: a "normal game state (low probability, non-time-saving game state)" and a "time-saving game state (low probability, time-saving game state)." In the "normal game state," where it is difficult for game balls to enter the second starting port 47, the game balls are mainly aimed at the first starting port 45, and a Type 1 game is played in which the goal is to win a jackpot (a winning probability of 1 / 200) by determining the jackpot of the first special symbol. After the jackpot game ends, control is possible. In the "time-saving game state (first time-saving game state, second time-saving game state)" where it is easier for game balls to enter the second starting opening 47, the player mainly aims to launch game balls towards the second starting opening 47, and aims for a minor win game (winning probability of 1 / 68) by determining the jackpot of the second special symbol. In this second type of game, a V jackpot game is won (effectively a winning probability of 1 / 1) by getting the game ball into a specific area 53 during the minor win game.
[0433] In normal gameplay, one of the normal modes A to C is set. In the first time-saving gameplay state, the normal RUSH mode is set, and the normal RUSH mode is maintained for the duration of the remaining number of 2nd special symbol reserves (maximum 4) at the end of the first time-saving gameplay state when any of the 1st to 3rd time-saving rounds (J1 to J3) become "0". After that, if the termination conditions for the normal RUSH mode are met, the game is controlled to a normal gameplay state in which normal mode A is set. In the second time-saving gameplay state, the higher RUSH mode is set, and the higher RUSH mode is maintained for the duration of the remaining number of 2nd special symbol reserves (maximum 4) at the end of the second time-saving gameplay state when any of the 1st to 3rd time-saving rounds (J1 to J3) become "0". After that, if the termination conditions for the normal RUSH mode are met, the game is controlled to a normal gameplay state in which normal mode A is set.
[0434] In normal modes A to C (normal gameplay state), once the first jackpot game (4 rounds) triggered by the first special symbol is completed, the game is controlled to the normal gameplay state (normal mode A). Once the second jackpot game (4 rounds) triggered by the first special symbol is completed, the game is controlled to the first time-saving game state (normal RUSH mode) where the second time-saving rounds (J2) are set to 60. Once the third jackpot game (10 rounds) triggered by the first special symbol is completed, the game is controlled to the second time-saving game state (higher RUSH mode) where the second time-saving rounds (J2) are set to 120.
[0435] In normal modes A to C (normal gameplay state), when a jackpot is achieved using the first special symbol, the transition rate to the first time-saving game state is set to 50%, the transition rate to the second time-saving game state is set to 5%, and the combined transition rate to the time-saving game state is set to 55%.
[0436] In normal RUSH mode (the period for using up the remaining number of reserved 2nd special symbols in the 1st time-saving game state), when a V jackpot game (4 rounds) via the 1st minor jackpot game using the 2nd special symbol ends, the game is controlled to the 1st time-saving game state where the 2nd time-saving rounds (J2) are set to 60. When a V jackpot game (10 rounds) via the 2nd minor jackpot game using the 2nd special symbol ends, the game is controlled to the 1st time-saving game state where the 2nd time-saving rounds (J2) are set to 60. When a V jackpot game (10 rounds) via the 3rd minor jackpot game using the 2nd special symbol ends, the game is controlled to the 2nd time-saving game state where the 2nd time-saving rounds (J2) are set to 120. When a 4th jackpot game using the 2nd special symbol ends, the game is controlled to the 2nd time-saving game state where the 2nd time-saving rounds (J2) are set to 120.
[0437] In the normal RUSH mode (the period for using up the remaining number of reserved 2nd special symbols in the 1st time-saving game state), assuming that a jackpot is determined by the 2nd special symbol (jackpot, minor jackpot), the probability of a jackpot being played before the normal RUSH mode ends, i.e., the consecutive win rate (= continuation rate of the time-saving game state), is set to 65%, and the transition rate to the 2nd time-saving game state when a jackpot is played by the 2nd special symbol (jackpot play via minor jackpot play, jackpot play without minor jackpot play: internally in the normal game state) is set to 20%. On the other hand, if a jackpot is not played before the normal RUSH mode ends (the termination condition is met), the game is controlled to the normal game state in which normal mode A is set.
[0438] Furthermore, in normal RUSH mode (in this case only the first time-saving game state), when the first jackpot game (4 rounds) triggered by the first special symbol ends, the game is controlled to the normal game state. When the second jackpot game (4 rounds) triggered by the first special symbol ends, the game is controlled to the first time-saving game state, where the second time-saving rounds (J2) are set to 60. When the third jackpot game (10 rounds) triggered by the first special symbol ends, the game is controlled to the second time-saving game state, where the second time-saving rounds (J2) are set to 120.
[0439] In the higher RUSH mode (second time-saving game state + period for consuming the remaining second special symbol reserves), after the V jackpot game (4 rounds) via the first minor win game with the second special symbol, the V jackpot game (10 rounds) via the second minor win game with the second special symbol, the V jackpot game (10 rounds) via the third minor win game with the second special symbol, and the fourth jackpot game (10 rounds) with the second special symbol are completed, in any case the second time-saving game state (J2) is controlled to a second time-saving game state where the number of second time-saving rounds (J2) is set to 120.
[0440] In the higher RUSH mode (second time-saving game state + period for consuming the remaining second special symbol reserves), assuming that a jackpot determination (jackpot, minor jackpot) is made using the second special symbol, the probability of a jackpot game being made before the higher RUSH mode ends, that is, the consecutive win rate (= continuation rate of the time-saving game state), is set to 85%, and the transition rate to the second time-saving game state when a jackpot game using the second special symbol is made (jackpot game via minor jackpot game, jackpot game without minor jackpot game: internally in the normal game state) is set to 100%. On the other hand, if a jackpot game is not made before the higher RUSH mode ends (the termination condition is met), the game is controlled to the normal game state in which normal mode A is set.
[0441] Furthermore, in the higher RUSH mode (in this case only the second time-saving game state), when the first jackpot game (4 rounds) triggered by the first special symbol ends, the game is controlled to the normal game state. When the second jackpot game (4 rounds) triggered by the first special symbol ends, the game is controlled to the first time-saving game state, where the second time-saving rounds (J2) are set to 60. When the third jackpot game (10 rounds) triggered by the first special symbol ends, the game is controlled to the second time-saving game state, where the second time-saving rounds (J2) are set to 120.
[0442] Therefore, the degree to which the game is advantageous to the player is in the following order: Normal game state < Normal RUSH mode (1st time-saving game state + period for using up the remaining 2nd special symbol reserves) < Higher RUSH mode (2nd time-saving game state + period for using up the remaining 2nd special symbol reserves).
[0443] As shown in Figures 27 and 28, in normal gameplay states (normal modes A to C), if the first jackpot game is executed, the game is not controlled to a time-saving game state. However, if the second or third jackpot game is executed, the game is controlled to a time-saving game state (RUSH mode). Therefore, it is possible to heighten the player's anticipation regarding which type of jackpot game will be executed, thereby improving the enjoyment of the game.
[0444] Furthermore, as shown in Figures 27-28, in normal gameplay states (normal modes A-C), when a second jackpot is achieved, the game is controlled to the first time-saving game state (normal RUSH mode). However, when a third jackpot is achieved, the game is controlled to the second time-saving game state (higher RUSH mode), although it is less likely to be controlled to the second time-saving game state than to the first time-saving game state (and more likely to be controlled to the first time-saving game state than to the second time-saving game state). Therefore, it is possible to transition from the normal gameplay state to the second time-saving game state (higher RUSH mode), which improves the enjoyment of the game in the normal gameplay state.
[0445] Furthermore, as shown in Figures 27 and 28, in the first time-saving game state (normal RUSH mode), if a V-jackpot game is executed via the first or second minor-win game, the game is controlled to the first time-saving game state (normal RUSH mode). On the other hand, if a jackpot game is executed via the third minor-win game, the game is controlled to the second time-saving game state (higher RUSH mode), but it is less likely to be controlled to the second time-saving game state than to the first time-saving game state (and more likely to be controlled to the first time-saving game state than to the second time-saving game state). Therefore, it is possible to transition from the first time-saving game state (normal RUSH mode) to the second time-saving game state (higher RUSH mode), which improves the enjoyment of the game in the first time-saving game state.
[0446] Furthermore, as shown in Figures 27 and 28, in the first time-saving game state (normal RUSH mode), if a V jackpot game is executed via a minor win, or if a fourth jackpot game is executed without going through a minor win, the game will not be downgraded to the normal game state, but will either remain in the first time-saving game state or be upgraded to the second time-saving game state. Therefore, when a jackpot game is executed in the first time-saving game state, players can play with peace of mind, and the enjoyment of playing in the first time-saving game state can be enhanced.
[0447] Furthermore, as shown in Figures 27 and 28, when a jackpot is won using the second special symbol in the second time-saving game state (higher RUSH mode), the second time-saving game state is maintained without being downgraded to the normal game state or the first time-saving game state. Therefore, when a jackpot is won in the second time-saving game state, players can play with peace of mind, and the enjoyment of playing in the second time-saving game state can be enhanced.
[0448] Furthermore, as shown in Figures 27 and 28, in the first time-saving game state (normal RUSH mode) or the second time-saving game state (higher RUSH mode), if a jackpot is won using the first special symbol, the game may be downgraded to the normal game state. On the other hand, if a jackpot is won using the second special symbol, the time-saving game state is maintained without being downgraded to the normal game state. Therefore, in the first time-saving game state (normal RUSH mode) or the second time-saving game state (higher RUSH mode), it is possible to encourage players to aim for the second start port 47 rather than the first start port 45, making it possible to play in the time-saving game state in a way that results in the payout rate set by the game machine manufacturer, thereby improving the enjoyment of playing in the time-saving game state.
[0449] Furthermore, as shown in Figures 27 and 28, the transition rate to the second time-saving game state is higher when the second special symbol is displayed in the first time-saving game state (normal RUSH mode) than when the first special symbol is displayed in the normal game state (normal modes A to C). Therefore, it is possible to improve the enjoyment of the game in the first time-saving game state.
[0450] Furthermore, as shown in Figures 27 and 28, the transition rate to the second time-saving game state is higher when the second special symbol is displayed in the first time-saving game state (normal RUSH mode) than when the first special symbol is displayed in the first time-saving game state (normal RUSH mode). Therefore, in the first time-saving game state (normal RUSH mode), it is possible to encourage players to aim for the second start port 47 rather than the first start port 45, making it possible to play in the first time-saving game state in a way that results in the payout rate set by the game machine manufacturer, thereby improving the enjoyment of playing in the first time-saving game state.
[0451] Furthermore, as shown in Figures 27 and 28, the transition rate to the second time-saving game state is higher when the second special symbol is displayed in the second time-saving game state (higher RUSH mode) than when the second special symbol is displayed in the first time-saving game state (normal RUSH mode). Therefore, it is possible to improve the enjoyment of the game in the second time-saving game state.
[0452] Furthermore, as shown in Figures 27 and 28, the transition rate to the second time-saving game state is higher when the second special symbol is displayed in the second time-saving game state (higher RUSH mode) than when the first special symbol is displayed in the second time-saving game state (higher RUSH mode). Therefore, in the second time-saving game state (higher RUSH mode), it is possible to encourage players to aim for the second start port 47 rather than the first start port 45, making it possible to play in the second time-saving game state in a way that results in the payout rate set by the gaming machine manufacturer, thereby improving the enjoyment of playing in the second time-saving game state.
[0453] In Figures 27 and 28, it is possible to transition from the normal game state and the first time-saving game state to the second time-saving game state. However, by transitioning to the first time-saving game state after the end of the third jackpot game, it is also possible to prevent transitioning from the normal game state to the second time-saving game state, while allowing transition from the first time-saving game state to the second time-saving game state.
[0454] Furthermore, while Figures 27 and 28 show that it is possible to transition from the normal game state and the first time-saving game state to the second time-saving game state, it is also possible to allow transition from the normal game state to the second time-saving game state, while transitioning to the first time-saving game state after the V jackpot game and the fourth jackpot game, which are accessed via the third minor jackpot game, is prevented from transitioning from the first time-saving game state to the second time-saving game state.
[0455] Furthermore, in Figures 27 and 28, when a jackpot game using the second special symbol is executed in the second time-saving game state, the game does not transition to the first time-saving game state. However, it is also possible to transition to the first time-saving game state after the completion of a specific jackpot game using the second special symbol (for example, a V jackpot game via the first minor jackpot game), while transitioning to the second time-saving game state after the completion of any jackpot game other than the specific jackpot game. In this case, it is preferable that the rate of transitioning to the first time-saving game state be lower than the rate of transitioning to the second time-saving game state.
[0456] (Main control board acquisition limit management process) The acquisition limit management process of the main control board 110 will be explained using Figure 29. Figure 29 is a flowchart of the acquisition limit management process in the main control board 110.
[0457] First, in step S450-1, the main CPU 110a performs an increment counter update process. Specifically, it performs a process to update the increment counter according to the number of balls dispensed (number of acquired balls) due to game balls entering various prize slots, the number of balls ejected from the game area 5a (number of balls launched into the game area), etc. Details of the increment counter update process will be described later.
[0458] In step S450-2, the main CPU 110a performs a maximum increment update process. Specifically, it refers to the increment counter (also called the "MY counter") located in the main RAM 110c, and updates the maximum increment (information about the maximum increment stored in the main RAM 110c) if the value of the increment counter is greater than the (current) maximum increment (also called "maximum MY").
[0459] In step S450-3, the main CPU 110a sets a maximum increment command in the performance transmission data storage area of the main RAM 110c in order to transmit information related to the maximum increment to the performance control board 130. As a result, the maximum increment command is transmitted to the performance control board 130, and processing is performed to execute notification related to the maximum increment.
[0460] The maximum increment command may be sent periodically to the performance control board 130, or it may not be sent before the maximum increment reaches a predetermined value (for example, 90000), and may only be sent periodically after the predetermined value is reached.
[0461] In step S450-4, the main CPU 110a performs a determination process for activating the acquisition limit device. Specifically, it determines whether the maximum increase has reached a predetermined value (for example, 95,000), and if it has, it performs a process to activate the acquisition limit device. Details of the acquisition limit device activation determination process will be described later. Then, the acquisition limit device activation determination process ends.
[0462] (Main control board increment counter update process) The process of updating the increment counter in the main control board 110 will be explained using Figure 30. Figure 30 is a flowchart of the process of updating the increment counter in the main control board 110.
[0463] First, in step S450-1-1, the main CPU 110a determines whether or not there is general prize entry information indicating that a game ball has entered the general prize entry 43. Specifically, it determines whether the 5-ball prize counter, which is updated in the general prize entry detection switch input process in step S210 described above, is greater than 0. If there is no general prize entry information, the process moves to step S450-1-3. If there is general prize entry information, in step S450-1-2, the number of prize balls for the general prize entry 43, "5", is added to the increment counter (MY counter).
[0464] In step S450-1-3, the main CPU 110a determines whether or not there is information indicating that a game ball has entered the first prize-winning opening 50. Specifically, it determines whether the 15-ball prize counter, which is updated in the prize-winning opening detection switch input process in step S220 described above, is greater than 0. If there is no information indicating that a game ball has entered the prize-winning opening, the process moves to step S450-1-5. If there is information indicating that a game ball has entered the prize-winning opening, in step S450-1-4, "15", which is the number of prize balls for the first prize-winning opening 50, is added to the increment counter (MY counter).
[0465] In step S450-1-5, the main CPU 110a determines whether or not there is information indicating that a game ball has entered the first start opening 45. Specifically, it determines whether the 3-ball prize counter, which is updated in the first start opening detection switch input process in step S230 described above, is greater than 0. If there is no information indicating that a game ball has entered the first start opening, the process moves to step S450-1-7. If there is information indicating that a game ball has entered the first start opening, in step S450-1-6, the number of prize balls for the first start opening 45, "3", is added to the increment counter (MY counter).
[0466] In step S450-1-7, the main CPU 110a determines whether or not there is information indicating that a game ball has entered the second start opening 47. Specifically, it determines whether the 2-ball prize counter, which is updated in the second start opening detection switch input process in step S240 described above, is greater than 0. If there is no information indicating that a game ball has entered the second start opening, the process moves to step S450-1-9. If there is information indicating that a game ball has entered the second start opening, in step S450-1-8, the number of prize balls for the second start opening 47, "2", is added to the increment counter (MY counter).
[0467] In step S450-1-9, the main CPU 110a determines whether or not there is out-ball detection information indicating that a game ball has entered the out-out opening 39. Specifically, it determines whether or not the out-ball detection counter, which is updated in the out-ball detection switch input process in step S260 described above, is greater than 0. If there is no out-ball detection information, the current increment counter update process is terminated. If there is out-ball detection information, in step S450-1-10, it determines whether or not the increment counter (MY counter) is greater than "0". If the increment counter is not greater than "0", i.e., "0", the current increment counter update process is terminated. If the increment counter is greater than "0", in step S450-1-11, "1" is subtracted from the increment counter and the current increment counter update process is terminated.
[0468] The "increase counter" is a counter used to calculate the maximum increase (also called "maximum MY"). When the arcade opens (when the power of the arcade machine 1 is turned on), the value of the increase counter is "0", and the value of the maximum increase is also "0". For example, when a game is started after the arcade opens and game balls launched into the game area 5a enter the various prize slots (general prize slot 43, first start slot 45, second start slot 47, first large prize slot 50), the increase counter is increased by the number of prize balls. On the other hand, when game balls launched into the game area 5a flow into the out slot 39, if the increase counter is greater than "0", the increase counter is decreased by 1, and if the increase counter is "0", the increase counter remains at "0" without being decreased. Therefore, when a jackpot game is played in which game balls can enter the first large prize slot 50, the value of the increase counter changes significantly. For example, if a jackpot game starts with the increase counter at "0" and 100 game balls are launched, resulting in 1500 prize balls being awarded, then a net of 1400 game balls are acquired, and the value of the increase counter becomes "1400". In the maximum increase update process executed at this time (step S450-2), if the stored maximum increase is less than "1400", the maximum increase is updated to "1400". Subsequently, if multiple jackpot games are played before the increase counter value is reduced to "0", the increase counter value gradually increases to "95000" or more, at which point the maximum increase also becomes "95000" or more, and the acquisition limit device is activated.
[0469] When the increment counter reaches the display start value (for example, 90000), the third image display device 72 displays a suggestive image (for example, an image displaying 90000 / 95000) showing the value of the increment counter and the activation value of the acquisition limit device, thereby providing a pre-operation notification that the acquisition limit device may be activated. This prevents the inconvenience of the acquisition limit device suddenly activating and surprising the player.
[0470] Furthermore, the value of the increase counter included in the suggestive image is displayed in real time in conjunction with the value of the increase counter. This makes it easier for players to understand whether the value of the increase counter is approaching or moving away from the activation value of the acquisition limit device.
[0471] Furthermore, when the suggestive image in the pre-operation notification begins to be displayed, the display enhancement effect intended to highlight the suggestive image is not executed. This prevents inconveniences such as the display of the suggestive image in the pre-operation notification interfering with the game's presentation, or causing the player to decide to end the game as a result of the suggestive image in the pre-operation notification.
[0472] On the other hand, if, after the display of the suggestive image in the pre-activation notification begins, the situation becomes unfavorable to the player and the increase counter decreases to the display end value (89000), the suggestive image is removed. This prevents the player from getting the impression that the acquisition limit device will activate soon, thus preventing the inconvenience of reduced machine usage.
[0473] Furthermore, once the display of the suggestive image in the pre-operation notification begins, the suggestive image will continue to be displayed regardless of the state of the gaming machine 1 until the increment counter decreases to the display end value (89000). Specifically, the display will always continue when a notification event type (e.g., an error) is being notified, or during fluctuation displays, jackpot games, or demo performances. As a result, players will have more opportunities to see the suggestive image in the pre-operation notification, preventing the inconvenience of the acquisition limit device suddenly activating and surprising the player.
[0474] Furthermore, the suggestive image in the pre-operation notification may be displayed not only on the third image display device 72, but also on any of the second image display device 71 (sub-LCD), the first image display device 70 (main LCD), or the fourth image display device 73 (right-side image display device).
[0475] Furthermore, while the display of the suggestive image in the pre-operation notification is currently not performed to emphasize the display of the suggestive image, it is also possible to perform a display emphasis effect (for example, outputting a sound effect such as "Ding dong♪", outputting a voice such as "The acquisition limit device is about to be activated", displaying an effect image when the suggestive image is displayed, or at least one of the following: emitting light in a specific manner from a specific lighting device) when the display of the suggestive image in the pre-operation notification is started.
[0476] Furthermore, while the value of the increment counter included in the suggestive image for pre-operation notification was previously linked in real time with the actual value of the increment counter, it may be changed so that the value of the increment counter included in the suggestive image is updated every time it increases by 100 or 500 units.
[0477] Furthermore, every time the value of the increment counter included in the suggestive image in the pre-operation notification reaches "91000," "92000," "93000," or "94000," that is, every time it increases by 1000 units, a highlighting effect (for example, outputting a sound effect such as "Ding dong♪," outputting an audio message such as "The acquisition limit device is about to be activated," displaying an effect image when the suggestive image is displayed, or at least one of the following: emitting light in a specific manner from a specific lighting device) may be performed. On the other hand, if the value of the increment counter decreases, the highlighting effect may not be performed, or every time the value of the increment counter increases by 1000 units, a highlighting effect (for example, outputting only a sound effect such as "Pikon♪") may be performed in a more restricted manner than when the suggestive image is first displayed.
[0478] (Main control board acquisition limit device operation determination process) The acquisition limit device activation determination process of the main control board 110 will be explained using Figure 31. Figure 31 is a flowchart of the acquisition limit device activation determination process in the main control board 110.
[0479] First, in step S450-4-1, the main CPU 110a refers to the value of the maximum increment stored in the main RAM 110c. After referring to the value of the maximum increment, the process moves to step S450-4-2.
[0480] In step S450-4-2, the main CPU 110a determines whether the maximum increment (increment counter) has reached a predetermined value (for example, 95,000). If it determines that the maximum increment has reached the predetermined value (for example, 95,000), it proceeds to step S450-4-3. If it determines that the maximum increment has not reached the predetermined value (for example, 95,000), it proceeds to step S450-4-9.
[0481] In step S450-4-3, the main CPU 110a refers to the value of the special symbol special electric processing data and determines whether the value of the special symbol special electric processing data is "3" (during a big win game) or "4" (during a small win game). If the value of the special symbol special electric processing data is "3" (during a big win game) or "4" (during a small win game), the process proceeds to step S450-4-4. If the value of the special symbol special electric processing data is not "3" (during a big win game) or "4" (during a small win game), the process proceeds to step S450-4-5. In the case of a game machine that does not perform small win games, it is preferable to determine in this process whether the value of the special symbol special electric processing data is "3" (during a big win game).
[0482] In step S450-4-4, the main CPU 110a turns on the operation recognition flag in a predetermined area of the main RAM 110c. It is expected that this process will be performed multiple times during a jackpot game, but once the operation recognition flag is turned on, it is not necessary to turn it on again each time the process is performed (no action is required in this process). After turning on the operation recognition flag, the current acquisition limit device operation determination process is terminated.
[0483] The "operation recognition flag" is a flag that is turned ON when the maximum increase reaches a predetermined value (for example, 95,000), but the acquisition limit device cannot be activated immediately (for example, during a jackpot game).
[0484] In step S450-4-9, the main CPU 110a determines whether the operation recognition flag is ON or OFF. If the operation recognition flag is ON, the process proceeds to step S450-4-3; otherwise, the current acquisition limit device operation determination process is terminated.
[0485] In step S450-4-5, the main CPU 110a turns ON the acquisition limit device activation flag in the main RAM 110c. As mentioned above, this flag will not turn OFF unless the main RAM 110c is initialized (RWM cleared), so even if the control state before the power outage is restored (power restored), the flag will remain.
[0486] In step S450-4-6, the main CPU 110a turns OFF (outputs) the launch permission signal that the main control board 110 has given to the launcher to allow the game ball to be launched. As a result, the launcher is unable to launch the game ball.
[0487] In step S450-4-7, the main CPU 110a sets a command to activate the winning limit device. Specifically, in order to send information that the winning limit device has been activated to the performance control board 130, it sets the winning limit device activation command in the performance transmission data storage area of the main RAM 110c. When the performance control board 130 receives this command, it will display, for example, on the first image display device 70 in white text on a black background, "The winning limit device has been activated. Today's game is over." This allows the player to recognize that they can no longer continue playing.
[0488] In step S450-4-8, the main CPU 110a generates hall control fraud monitoring information that indicates the acquisition limit device has been activated in "fraud detection state 1". This hall control fraud monitoring information will be transmitted to the frame control board 120 in the HC fraud monitoring information management process described above.
[0489] (Error control processing on the main control board) The error control process of the main control board 110 will be explained using Figure 32. Figure 32 is a flowchart showing the error control process in the main control board 110.
[0490] First, in step S550-1, the main CPU 110a determines whether the magnet detection flag is not set and whether an abnormal magnetism has been detected by the first magnetic detection sensor 58a or the second magnetic detection sensor 58b over a predetermined period of time. If it determines that an abnormal magnetism has been detected over the predetermined period of time, the process moves to step S550-2. If it determines that an abnormal magnetism has not been detected over the predetermined period of time, the process moves to step S550-4.
[0491] In step S550-2, the main CPU 110a sets a magnet detection flag in the main RAM 110c and sets a magnet detection error specification command in the performance transmission data storage area of the main RAM 110c in order to transmit information that a magnet has been detected to the performance control board 130. When the performance control board 130 receives this command, it notifies that a magnet detection error has occurred.
[0492] In step S550-3, the main CPU 110a generates hall control fraud monitoring information with information indicating the occurrence of a magnet detection error set to "fraud detection state 1". This hall control fraud monitoring information is then transmitted to the frame control board 120 in the HC fraud monitoring information management process described above.
[0493] In step S550-4, the main CPU 110a determines whether there is a discrepancy between the number of balls that have entered the game and the number of balls that have been ejected. Specifically, it determines whether there is a discrepancy between the number of game balls that have entered the various entry points (general entry point 43, first start point 45, second start point 47, first large entry point 50) and the number of game balls that have been ejected from the entry point flow path that allows the entered balls to flow down (game balls detected by the out ball detection switch 39a). If a discrepancy is found, the process proceeds to step S550-5; otherwise, the error control process ends.
[0494] In step S550-5, the main CPU 110a sets an abnormal prize detection flag in the main RAM 110c and sets an abnormal prize error specification command in the performance transmission data storage area of the main RAM 110c in order to transmit information that an abnormal prize has been detected to the performance control board 130. When the performance control board 130 receives this command, it notifies the abnormal prize error.
[0495] In step S550-6, the main CPU 110a generates hall control fraud monitoring information, setting "fraud detection state 1" to indicate the occurrence of an abnormal prize entry error. This hall control fraud monitoring information is then transmitted to the frame control board 120 in the HC fraud monitoring information management process described above. The error control process then ends.
[0496] (Main control board HC / tampering monitoring information management processing) The HC / fraud monitoring information management process of the main control board 110 will be explained using Figure 33. Figure 33 is a flowchart of the HC / fraud monitoring information management process in the main control board 110.
[0497] First, in step S600-1, the main CPU 110a determines whether 108ms has elapsed. For example, in the time control processing of step S110 of the main control board timer interrupt processing (every 4 milliseconds), the counter is updated, and when it reaches 27 counts (4 milliseconds x 27 = 108 milliseconds), it is determined that 108ms has elapsed. Note that the counter update should start in the first time control processing after the interrupt is permitted, and thereafter, after 27 counts, it should be cleared (set to 0) and counted again. If it is determined that 108ms has elapsed, the process moves to step S600-2, and if it is determined that 108ms has not elapsed, the current HC / fraud monitoring information management process is terminated.
[0498] In step S600-2, the main CPU 110a notifies the gaming machine information (HC / fraud monitoring information). In other words, it sends "gaming machine information (HC / fraud monitoring information)" to the frame control board 120 every 108ms. Note that although the HC / fraud monitoring information management process is executed within the main control board timer interrupt process, it may also be executed in the main control board main process.
[0499] In step S600-3, the main CPU 110a increments the "notification counter" located in the main RAM 110c by "+1". Then, in step S600-4, it determines whether or not it has responded with the result of receiving the gaming machine information (HC / fraud monitoring information). If it has responded with the result of receiving the gaming machine information (HC / fraud monitoring information), it terminates the current HC / fraud monitoring information management process. If it has not responded with the result of receiving the gaming machine information (HC / fraud monitoring information), it proceeds to step S600-5.
[0500] In step S600-5, the main CPU 110a determines whether the value of the notification counter, which was updated in step S600-3, is "10". If the value of the notification counter is not "10", the HC / fraud monitoring information management process is terminated. If the value of the notification counter is "10", the process proceeds to step S600-6.
[0501] In step S600-6, the main CPU 110a sets a command indicating an in-game machine communication error in the main RAM 110c's transmission data storage area, indicating that an abnormality has occurred in the communication line with the frame control board 120, and terminates the current HC / fraud monitoring information management process. Upon receiving this command, the performance control board 130 reports the in-game machine communication error.
[0502] Furthermore, if there is a possibility of a disconnection or other communication error between the main control board 110 and the frame control board 120, the game progress control (specific control processing) may be prevented from being executed, or the launch permission signal may be turned OFF to prevent the game balls from being launched. In this way, it is possible to prevent the game from being played even if there is a disconnection or other communication error between the main control board 110 and the frame control board 120.
[0503] (Message related to communication between the frame control board and the dedicated unit) Next, using Figure 34, we will explain the messages related to communication between the frame control board 120 and the dedicated unit 170.
[0504] Message No. 1, titled "Gaming Machine Information Notification," has a transmission direction of "Frame Control Board 120 → Dedicated Unit 170" and a message summary of "Notifying gaming machine information." Similarly, Message No. 2, titled "Counting Notification," has a transmission direction of "Frame Control Board 120 → Dedicated Unit 170" and a message summary of "Notifying counting information." Message No. 3, titled "Loan Notification," has a transmission direction of "Dedicated Unit 170 → Frame Control Board 120" and a message summary of "Notifying loan information." Message No. 4, titled "Loan Receipt Result Response," has a transmission direction of "Frame Control Board 120 → Dedicated Unit 170" and a message summary of "Responding with the result of receiving loan information." Note that "Gaming machine information" here refers to "Hall computer / fraud monitoring information" and "Gaming machine performance information."
[0505] The "gaming machine information" transmitted from the frame control board 120 to the dedicated unit 170 is a message transmitted from the frame control board 120 to the dedicated unit 170 at predetermined intervals, and includes a communication serial number that is updated with each communication, a "gaming machine type" indicating the type of gaming machine 1, and a "gaming machine information type (either gaming machine performance information, gaming machine installation information, or hall control / fraud monitoring information)" indicating the data name of the gaming machine information.
[0506] "Gaming machine performance information" is notified every 180ms after the gaming machine has finished starting up, and includes the following: "Total number of gaming balls launched," which is the total number of gaming balls launched; "Total number of gaming balls acquired," which is the total number of gaming balls acquired; "Payout rate," which is the value calculated by dividing the total number of gaming balls acquired by the total number of gaming balls launched by 100; "Number of gaming balls acquired per minute," which is the number of gaming balls acquired in any one minute in a low base (non-time-saving) state; "Bonus ratio," which is the value calculated by dividing the number of gaming balls acquired by the operation of the second start gate and various big prize gates by the total number of gaming balls acquired by 100; "Continuous bonus ratio," which is the value calculated by dividing the number of gaming balls acquired in a jackpot game by the total number of gaming balls acquired by 100; "Number of jackpots," which is the number of times a jackpot game has been executed; and "Maximum payout," which is the positive value (difference in balls) when the counter, which adds the number of prize balls and subtracts the number of launched balls, reaches its largest value, with 0 as the lower limit.
[0507] The "gaming machine installation information" is notified every 60 seconds after the gaming machine has finished starting up, and includes the "main control chip ID number," "main control chip manufacturer code," and "main control chip product code" received from the main control board 110, as well as the "frame control chip ID number," which is the ID number of the frame control chip (one-chip microcontroller) that makes up the frame control unit 120m, the "frame control chip manufacturer code" which indicates the manufacturer of the frame control chip, and the "frame control chip product code" which indicates the type of product of the frame control chip.
[0508] The "Hall Control Fraud Monitoring Information" is notified every 300ms after the completion of the gaming machine startup, and includes the "Number of Gaming Balls" which is the number of gaming balls currently owned by the player, the "Number of Gaming Balls Launched" which is the number of gaming balls launched since the last notification, the "Total Number of Prize Balls" which is the total number of prize balls awarded, the "Main Control State 1" received from the main control board 110, the "Main Control State 2" received from the main control board 110, the gaming machine error status received from the main control board 110, and any of the multiple types of error statuses detected by the frame control board 120. This includes a "game machine error state" indicating whether an error is occurring, a "fraud detection state 1" received from the main control board 110, a "fraud detection state 2" indicating whether a first security event of the game machine 1 (glass frame opening, inner frame opening, game ball count clear detection, winning ball count abnormality detection, launch ball count abnormality detection) has occurred as detected by the frame control board 120, and a "fraud detection state 3" indicating whether a second security event of the game machine 1 (small ball detection, steel ball detection) has occurred as detected by the frame control board 120.
[0509] The "counting notification" transmitted from the frame control board 120 to the dedicated unit 170 is a message transmitted from the frame control board 120 to the dedicated unit 170 at predetermined intervals, and includes a counting serial number that is updated with each communication, the "counted ball count" which is the number of game balls that will be moved to the dedicated unit 170 in this counting, and the "cumulative counted ball count" which is the cumulative number of game balls that have been counted to date.
[0510] The "loan notification" transmitted from the dedicated unit 170 to the frame control board 120 is a message transmitted from the dedicated unit 170 to the frame control board 120 at predetermined intervals, and includes a loan serial number that is updated with each communication, and the "loaned ball count," which is the number of game balls to be added to the number of game balls owned by the player with this loan.
[0511] The "loan receipt result response" transmitted from the frame control board 120 to the dedicated unit 170 is a response message to the loan notification received from the dedicated unit 170, and includes the loan serial number included in the received loan notification, the receipt result of the loan notification ("normal" indicating that it was received normally, "abnormal" indicating that it was not received normally), etc.
[0512] (Main processing of the frame control board) The main processing of the frame control board 120 will be explained using Figure 35. Figure 35 is a flowchart showing the main processing of the frame control board 120.
[0513] First, in step W1, the frame control CPU 120a disables all interrupts, in step W2 it performs initial CPU settings such as configuring internal registers, and in step W3 it allows access to the RWM area of the frame control RAM 120c.
[0514] In step W4, the frame control CPU 120a determines whether a backup flag indicating power restoration is saved in the RWM area of the frame control RAM 120c. If the backup flag is not saved, the process moves to step W8, assuming it is the first power-on. If the backup flag is saved, the process calculates the checksum of the RWM area of the frame control RAM 120c in step W5, assuming it is power restoration.
[0515] In step W6, the frame control CPU 120a determines whether the checksum is valid or not. Specifically, it determines whether the checksum saved in the RWM area of the frame control RAM 120c matches the calculated checksum. If the checksum is not valid (there is an abnormality in the data in the RWM area), the process moves to step W9. If the checksum is valid (there is no abnormality in the data in the RWM area), in step W7, the backup flag and checksum saved in the RWM area are cleared, and the RWM area is configured.
[0516] In step W8, the frame control CPU 120a initializes (clears to 0) the game ball count storage area in the RWM area of the frame control RAM 120c for storing the number of game balls owned by the player (game value), and in step W9, initializes (clears to 0) the areas of the RWM area of the frame control RAM 120c that are subject to initialization (excluding the game ball count storage area, etc.).
[0517] In step W10, the frame control CPU 120a determines whether the game ball count clear switch 121 has been operated. If the game ball count clear switch 121 has not been operated, the process proceeds to step W14, assuming that the number of game balls (game value) owned by the player will not be cleared. If the game ball count clear switch 121 has been operated, the number of game balls (game value) owned by the player, stored in the game ball count storage area of the RWM area, is cleared.
[0518] Furthermore, after step W10, there is no determination of whether or not the game ball count clear switch 121 has been operated. Therefore, even if the game ball count clear switch 121 is operated while power is being supplied after the power is turned on, that operation will be invalid.
[0519] In step W11, the frame control CPU 120a clears the number of game balls (the number of game balls owned by the player) stored in the RWM area. In step W12, it sets a game ball count clearing command in the performance transmission data storage area of the frame control RAM 120c to indicate that the game ball count has been cleared. In step W13, it sets a game ball count clearing flag in the frame control RAM 120c to indicate that the game ball count has been cleared, and generates hall control fraud monitoring information with information indicating that the game ball count has been cleared in "fraud detection state 2". As a result, the game ball count clearing command is sent to the performance control board 130, and processing is performed to execute the game ball count clearing notification.
[0520] In step W14, the frame control CPU 120a determines whether or not the game ball count clear flag is set in the frame control RAM 120c. If the game ball count clear flag is not set, the process moves to step W16 without displaying the error code corresponding to the game ball count clear. If the game ball count clear flag is set, in step W15, the game ball count display unit 135 displays "0" and the frame control display unit 125 displays "H67", which is the error code corresponding to the game ball count clear.
[0521] Furthermore, the game ball count clear flag set in the frame control RAM 120c will not be cleared until game balls are launched or the number of game balls is counted, and the error code "H67" will continue to be displayed on the frame control display 125. On the other hand, once game balls are launched or the number of game balls is counted, the game ball count clear flag is cleared and the display of error code "H67" on the frame control display 125 ends.
[0522] In step W16, the frame control CPU 120a determines whether the ball removal switch 122 has been operated. If the ball removal switch 122 has not been operated, the process proceeds to step W20, assuming that no ball removal operation will be performed. If the ball removal switch 122 has been operated, in step W17, a ball removal operation designation command is set in the performance transmission data storage area of the frame control RAM 120c to indicate that the ball removal operation is in progress. As a result, the ball removal operation designation command is sent to the performance control board 130, and processing is performed to execute a ball removal operation notification.
[0523] Furthermore, after step W16, there is no determination of whether or not the bulb removal switch 122 has been operated. Therefore, even if the bulb removal switch 122 is operated during power supply after the power is turned ON, that operation will be invalid.
[0524] In step W18, the fra...
Claims
[Claim 1] In a gaming machine that allows for special gameplay that is advantageous to the player, It is equipped with a performance control means that controls the execution of the performance, The aforementioned performance control means is The aforementioned effects can be customized by performing a predetermined operation by the player. Images related to the aforementioned customization can be displayed. It is possible to display notification images related to the operation. It is possible to display a predetermined image, It is possible to perform an emphasis effect that highlights the notification image displayed in front of the predetermined image. A gaming machine characterized in that it can restrict the display of images related to the customization while the aforementioned emphasis effect is being performed.