Gaming Machines
The gaming machine addresses accidental menu entry image activations and unstable guide rail attachments by using a game board with defined game areas and detection mechanisms, enhancing usability and stability.
Patent Information
- Application Number
- JP2020133202
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-08-05
- Publication Date
- 2025-01-07
- Estimated Expiration
- 2040-08-05
AI Technical Summary
Gaming machines face issues with accidental activation of menu entry images due to mistaken button presses, and the outer guide rail on conventional machines can become displaced from the rail base, leading to improper attachment and potential game disruptions.
The gaming machine features a game board with distinct first and second game areas, guided by inner and outer guide rails, including specific ranges of guide parts for stable attachment, and detection mechanisms to control game states and report firing operations, ensuring proper rail attachment and preventing accidental image displays.
This design enhances usability by preventing accidental menu entry image activations and ensuring the outer guide rail remains securely attached, improving the overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, gaming machines capable of informing players of information related to games using a presentation device or the like have been known. For example, in the gaming machine described in Patent Document 1, a second starting hole and a movable piece that can open and close this second starting hole are provided in the right-hand hitting area of the game area of the game board, and when the so-called time-saving game state in which the movable piece is frequently controlled to open ends, an image including a message such as "Please return to left hitting" is displayed on the presentation device. This prompts the player to launch a game ball into the left hitting area after the time-saving game state ends. Then, by making the rotation angle of the operating handle smaller than that in the time-saving game state and launching the game ball into the left hitting area, the game can be appropriately progressed. Images including such messages are useful information for efficiently progressing the game, especially for beginners who are not very familiar with gaming machines.
[0003] In addition, a conventional general gaming machine (pachinko machine) has a guide passage that can guide the gaming balls launched by the launching device to the playing area of the gaming board. For example, in the gaming machine described in Patent Document 2, an outer guide rail that guides the gaming balls launched from the launching device to the upper part of the playing area and an inner guide rail that faces the inner side of the outer guide rail with a predetermined gap therebetween are erected on the surface of the gaming board, and the space sandwiched between the outer guide rail and the inner guide rail serves as the guide passage.
[0004] Typically, a game board has a decorative plate and a rail base attached to the front surface of the decorative plate, and an outer guide rail is attached to this rail base. Specifically, the rail base has an inner peripheral portion that is arc-shaped when viewed from the front, and this inner peripheral portion is provided with a plurality of protrusions at a predetermined interval. A plurality of holes are formed in the outer guide rail so as to correspond to these protrusions. When attaching the outer guide rail to the rail base, the protrusions of the rail base are inserted into the holes of the outer guide rail while the outer guide rail is deformed into an arc shape along the inner peripheral portion of the rail base. This allows the outer guide rail to be positioned relative to the rail base, and the outer guide rail can be easily attached to the rail base. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2016-059392 A [Patent Document 2] JP 2018-89073 A Summary of the Invention [Problem to be solved by the invention]
[0006] Recently, gaming machines have appeared that can display an image (hereinafter referred to as a "menu entry image") that allows a player to enter a model menu or the like, in which the presentation mode related to the game can be set to the player's preference. This type of gaming machine is provided with an operation button that allows the menu entry image to be displayed at a predetermined position on the front door that covers the game board, and there have been cases where a player has accidentally pressed the operation button while an image including a message such as the one described above is being displayed. In such cases, the menu entry image is displayed on the presentation device, and based on the display of this image, an inconvenience occurs in that an image including useful information such as the one described above cannot be displayed, which may make the machine less user-friendly.
[0007] In addition, in the conventional gaming machine described in Patent Document 2, depending on the positions of the multiple protrusions of the rail base and the multiple holes of the outer guide rail, the outer guide rail may be displaced from the rail base due to a collision between the outer guide rail attached to the rail base and the gaming balls launched from the launching device. Therefore, it has been desired to properly install the outer guide rail.
[0008] The present invention has been made in consideration of the above-mentioned circumstances, and an object of the present invention is to provide a gaming machine that is easy to use and in which the outer guide rail can be appropriately attached. [Means for solving the problem]
[0009] In order to solve the above problems, the present invention provides a game device comprising: a game board on which a first game area and a second game area are formed; a launching unit for launching game balls into the first game area or the second game area; a guide passage capable of guiding the game ball launched by the launching unit to the first game area or the second game area; a first detection unit for detecting that the game ball has flowed down the first game area; a second detection unit for detecting that the game ball has flowed down the second game area; game state control means for controlling the game state to a first game state in which the game ball is launched into the first game area and a game progresses, or a second game state in which the game ball is launched into the second game area and a game progresses; an operation unit operable by a player; and a performance control means for controlling a performance device to notify predetermined information based on the establishment of an operation-related condition of the operation unit, Rail baseand an inner guide rail disposed opposite to the inner periphery of the outer guide rail, wherein a range from the base end to the tip end of the outer guide rail is provided with a plurality of guide parts that can be attached in a curved state to a predetermined position of the game board, and when a range from the base end to the left end of the outer guide rail is defined as a first range, a range from the left end to the upper end of the outer guide rail is defined as a second range, and a range from the upper end to the tip end of the outer guide rail is defined as a third range, the number of guide parts in the first range is greater than that in the second range, and the second range is greater than that in the third range, and the number of guide parts in the third range is zero, The third region is fixed by simply supporting the tip end of the outer guide rail on the tip support portion of the rail base, The presentation control means is characterized in that it is capable of notifying the presentation device of launch operation information regarding the launch operation of the launch unit based on the second detection unit detecting a flow of a game ball in the first game state or the first detection unit detecting a flow of a game ball in the second game state, and is capable of continuing to notify the presentation device of the launch operation information even when the specified information is to be notified while the launch operation information is being notified. Effect of the Invention
[0010] According to the present invention, it is possible to provide a gaming machine that is easy to use and in which the outer guide rail can be appropriately attached. [Brief description of the drawings]
[0011] [Figure 1] 1 is an oblique view of the gaming machine showing the door in an open state. [Diagram 2] FIG. [Diagram 3] FIG. [Figure 4] 1A is an exploded perspective view of the main control board and the main control board case, and FIG. 1B is a front view of the main control board and the main control board case. [Diagram 5] FIG. 2 is a block diagram of the gaming machine. [Figure 6] This is an address map of the memory area used by the main CPU. [Figure 7] A diagram explaining a jackpot determination random number judgment table. [Figure 8] 13 is a diagram illustrating a winning symbol random number determination table. FIG. [Figure 9] FIG. 13 is a diagram illustrating a reach group determination random number judgment table. [Figure 10] 13 is a diagram illustrating a reach mode determination random number judgment table. FIG. [Figure 11] A diagram explaining a fluctuation pattern random number determination table. [Figure 12] FIG. 13 is a diagram illustrating a variable time determination table. [Figure 13] A diagram explaining the special electric feature operation ram set table. [Figure 14] FIG. 13 is a diagram illustrating a game status setting table. [Figure 15] FIG. 13 is a diagram illustrating a random number judgment table for determining a win. [Figure 16] 1A is a diagram for explaining a normal pattern change time data table, and FIG. 1B is a diagram for explaining an opening / closing control pattern table. [Figure 17] FIG. 4 is a diagram illustrating a display mode of a performance display monitor. [Figure 18] FIG. 13 is a diagram for explaining intervals of base ratios displayed on the performance display monitor. [Figure 19] 13 is a diagram illustrating the display mode of the performance display monitor when the game is stopped. FIG. [Figure 20] A diagram explaining the gaming machine status flag, the state of the gaming machine corresponding to the value of the gaming machine status flag, and the content of that state. [Figure 21] A diagram explaining the gaming machine state designation command at power-on and the group of sub-commands at power-on. [Figure 22] 13 is a flowchart illustrating a CPU initialization process in the main control board. [Figure 23] 11 is a flowchart illustrating a main loop process in a main control board. [Figure 24] 13 is a flowchart illustrating a timer interrupt process in the main control board. [Diagram 25] 13 is a flowchart illustrating setting-related processing in a main control board. [Figure 26] 13 is a flowchart illustrating a switch management process in a main control board. [Figure 27] 13 is a flowchart illustrating a gate passing process in the main control board. [Figure 28] 11 is a flowchart explaining the first start port passing process in the main control board. [Figure 29] 13 is a flowchart explaining the second start port passing process in the main control board. [Diagram 30] 13 is a flowchart explaining the special pattern random number acquisition process in the main control board. [Diagram 31] 13 is a flowchart illustrating the acquisition time performance determination process in the main control board. [Diagram 32] FIG. 13 is a diagram illustrating a special game management phase. [Diagram 33] 13 is a flowchart explaining special game management processing on the main control board. [Diagram 34] 13 is a flowchart explaining the special pattern change waiting process in the main control board. [Diagram 35] 13 is a flowchart explaining the special pattern variable number determination process in the main control board. [Diagram 36] 13 is a flowchart explaining the processing during special pattern variation on the main control board. [Figure 37] 13 is a flowchart explaining the special symbol stop symbol display processing in the main control board. [Figure 38] This is a flowchart explaining the processing before opening the large prize opening on the main control board. [Figure 39] 13 is a flowchart explaining the large prize opening / closing switching process on the main control board. [Diagram 40] 13 is a flowchart explaining the large prize opening control process on the main control board. [Diagram 41] 13 is a flowchart explaining the large prize opening closure activation process on the main control board. [Diagram 42] This is a flowchart explaining the large prize opening end wait processing on the main control board. [Diagram 43] A diagram explaining the normal game management phase. [Diagram 44] 13 is a flowchart explaining normal game management processing in the main control board. [Diagram 45] 13 is a flowchart explaining the normal pattern change waiting process on the main control board. [Figure 46] 13 is a flowchart explaining the processing during normal pattern fluctuation on the main control board. [Figure 47] 13 is a flowchart explaining the normal symbol stop symbol display processing in the main control board. [Figure 48] This is a flowchart explaining the processing before opening the winning opening of a normal electric device on the main control board. [Figure 49] This is a flowchart explaining the normal electric gimmick prize opening / closing switching process on the main control board. [Figure 50] This is a flowchart explaining the control process for opening the winning port of a normal electric device on the main control board. [Figure 51] This is a flowchart explaining the normal electric device winning hole closure validity processing on the main control board. [Figure 52] This is a flowchart explaining the normal electric device winning slot end wait processing on the main control board. [Figure 53] 11 is a flowchart illustrating a save process in the main control board when power is turned off. [Figure 54] FIG. 13 is a diagram illustrating a first example showing the contents of the main RAM cleared when the power is turned on, the state of the gaming machine, and the contents displayed on the performance display monitor. [Figure 55] FIG. 13 is a diagram illustrating a second example showing the contents of the main RAM cleared when the power is turned on, the state of the gaming machine, and the contents displayed on the performance display monitor. [Figure 56]FIG. 13 is a diagram illustrating a third example showing the contents of the main RAM cleared when the power is turned on, the state of the gaming machine, and the contents displayed on the performance display monitor. [Figure 57] 11 is a flowchart for explaining the fraudulent play detection process of the present embodiment. [Figure 58] 11 is a flowchart for explaining an illegal play notification process according to the present embodiment. [Figure 59] 11 is a flowchart for explaining an illegal play notification process according to the present embodiment. [Figure 60] 13 is a diagram showing a state in which information indicating that a door opening error has occurred is being notified. FIG. [Figure 61] 13 is a diagram showing a state in which information indicating the occurrence of a magnetic error is being notified. FIG. [Figure 62] FIG. 13 is a diagram showing the state when a weak warning about fraudulent play is being issued. [Figure 63] FIG. 13 is a diagram showing the state when a strong warning about fraudulent play is being issued. [Figure 64] A figure showing what happens when a menu entry image is displayed while information indicating that a door opening error has occurred is being notified. [Figure 65] 13 is a diagram showing a state in which a menu entry image is displayed while information indicating that a magnetic error has occurred is being notified. FIG. [Figure 66] FIG. 13 is a diagram showing a state when a menu entry image is displayed during a weak warning of fraudulent play. [Figure 67] FIG. 13 is a diagram showing a state when a menu entry image is displayed during a strong fraudulent play warning. [Figure 68] 2 is an exploded perspective view of a decorative plate, a rail base, and an outer guide rail that constitute a game board held by the main body frame of the pachinko machine shown in FIG. 1. FIG. [Figure 69] FIG. 69 is a perspective view showing a decorative board to which the rail base and outer guide rail shown in FIG. 68 are attached. [Figure 70] FIG. 70 is a front view of FIG. 69. [Figure 71] FIG. 70 is an enlarged view of the area A surrounded by the dotted line shown in FIG. 69. [Figure 72] 72 is a cross-sectional view taken along line BB in FIG. 71. [Figure 73] 69 is a top view of the outer guide rail shown in FIG. 68 when extended in a strip shape. [Figure 74] 11 is a table showing the relationship between the range in which holes are formed in the outer guide rail and the number of holes formed within that range. [Figure 75] 2 is a perspective view of an operating handle unit including an operating handle of the gaming machine shown in FIG. 1. [Figure 76] FIG. 76 is an exploded perspective view of FIG. 75. [Figure 77] 76(a) is a perspective view of the front side of the operating handle shown in FIG. 75, and FIG. 76(b) is a perspective view of the rear side of the same operating handle. [Figure 78] 6(a) to 6(c) are diagrams showing the relationship between the rotational operation position and the rotational operation angle of the operating handle. [Figure 79] 1A is a diagram showing the relationship between the finger hook portion of the operating handle and the lower and right edges of the front door, and FIG. 1B is a diagram showing the relationship between the finger hook portion of the operating handle and the lower and right edges of the middle frame. [Figure 80] FIG. 4 is a diagram showing the magnitude of rotational torque relative to the rotational operation position of the operating handle for the example and comparative examples 1 to 3. [Figure 81] 81 is a table summarizing the measured values of FIG. 80 . [Figure 82] FIG. 11 is a front view showing the appearance of a pachinko machine according to a second embodiment. [Figure 83] A front view showing the game board of the pachinko machine shown in Figure 82. [Figure 84] 83 is a cross-sectional view taken along line CC in FIG. 82. [Figure 85] 82 when the game ball moves along the outer periphery of the guide passage, and FIG. 82 when the game ball moves along the inner periphery of the guide passage. FIG. 82 when the game ball moves along the inner periphery of the guide passage. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] A preferred embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0013] In order to facilitate understanding of the embodiments of the present invention, first, a brief description will be given of the mechanical and electrical configurations of the gaming machine, and then specific processing on each board will be described.
[0014] 1 is a perspective view of a gaming machine 100 of this embodiment, showing a state in which a front door 106 is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 in which an enclosed space is formed by four sides assembled into a substantially rectangular shape, an inner frame 104 attached to the outer frame 102 by a hinge mechanism H so as to be freely opened and closed, and a front door 106 attached to the inner frame 104 by the hinge mechanism H so as to be freely opened and closed.
[0015] The middle frame 104, like the outer frame 102, has an enclosed space formed by four sides arranged in a substantially rectangular shape, and a game board 108 is held in this enclosed space (see FIG. 2 for details of the game area formed on the game board 108). The front door 106 holds a transparent plate 110 made of glass or resin. When the front door 106 is closed to the middle frame 104 and the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially parallel to each other while maintaining a predetermined distance therebetween, and the game board 108 can be seen from the front side of the gaming machine 100 through the transparent plate 110.
[0016] FIG. 2 is a front view of the gaming machine 100, and FIG. 3 is a perspective view of the gaming machine 100. As shown in these figures, an operating handle (launching unit) 112 that protrudes to the front side of the gaming machine 100 is provided at the bottom of the front door 106. This operating handle 112 is provided so that it can be rotated by a player, and when a player rotates the operating handle 112 to perform a launching operation, a game ball as a game medium is launched by a launching mechanism (launching unit) 113 (see FIG. 1) with a strength according to the rotation angle of the operating handle 112. The game ball launched in this way rises between an inner guide rail 70 and an outer guide rail 71 provided on the game board 108 and is guided to a game area 116. The detailed configuration of the operating handle 112 will be described later.
[0017] Above the operating handle 112, a cylinder lock 140 with a keyhole is provided for the middle frame 104. For example, when an amusement facility manager inserts a dedicated key (door key) into the keyhole and turns the cylinder lock 140 clockwise, the middle frame 104 and the front door 106 can be opened. When the middle frame 104 and the front door 106 are opened to the front side (hereinafter referred to as the "middle frame open state"), the back side of the gaming machine 100 is exposed at the front side.
[0018] 2 is a space formed between the game board 108 and the transparent plate 110, and is an area in which game balls can flow down or roll. The game board 108 is provided with a large number of nails and windmills, and game balls guided to the game area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.
[0019] The play area 116 is provided with a left hitting area (first play area) 116a and a right hitting area (second play area) 116b, which have different degrees of entry of the game ball according to the launch strength of the launch mechanism 113 (see FIG. 1). The left hitting area 116a is located on the left side of the play area 116 as seen by a player facing the game machine 100, and the right hitting area 116b is located on the right side of the play area 116 as seen by a player facing the game machine 100. An inner guide rail 70 and an outer guide rail 71 are fixed to the game board 108, and a curved guide passage 73 is formed by the inner guide rail 70 and the outer guide rail 71 to guide the game ball launched by the launch mechanism 113 to the play area 116 of the game board 108. The outer guide rail 71 curves from a position to the left of the center of the lower end of the game board 108 to extend to the left end of the game board 108, then curves from this left end to the upper end of the game board 108, and further curves from this upper end to the upper right part of the game board 5 (see Figures 68 to 70). Specifically, the outer guide rail 71 curves downwardly convexly in the range from a position to the left of the center of the lower end of the game board 108 to the left end, and curves upwardly convexly in the range from the left end of the game board 108 via the upper end to the upper right part.
[0020] On the other hand, the inner guide rail 70 is provided inside the play area 116 relative to the outer guide rail 71, and is disposed so as to face a part of the outer guide rail 71. Specifically, the inner guide rail 70 is curved so as to be convex downward in the range from the position facing the base end of the outer guide rail 71 to the position facing the left end of the outer guide rail 71, and is curved so as to be slightly convex upward in the range from the left end of the outer guide rail 71 to the position facing the upper left part.
[0021] In this way, since the outer guide rail 71 and the inner guide rail 70 are provided on the game board 108, game balls shot with less than a predetermined shooting strength enter the left hitting area 116a, and game balls shot with a predetermined shooting strength or more enter the right hitting area 116b. Note that the outer guide rail 71 has a plurality of holes formed therein for attachment to the game board 108, the details of which will be described later.
[0022] In addition, a general winning hole 118 is provided in the left hand hitting area 116a of the game area 116, a first starting hole 120 is provided in the approximately center lower part of the game area 116, and a second starting hole 122 is provided in the right hand hitting area 116b of the game area 116. When a game ball enters the general winning hole 118, the first starting hole 120, and the second starting hole 122, a predetermined prize ball is paid out to the player. The number of prize balls may be any number greater than or equal to one, and the number of prize balls paid out from the general winning hole 118, the first starting hole 120, and the second starting hole 122 may be different or may be set to the same number of prize balls. In this case, it is also possible to set the number of prize balls paid out when a game ball enters the first starting hole 120 to be less than the number of prize balls paid out when a game ball enters the second starting hole 122.
[0023] In addition, as will be described later in detail, a first starting area is provided in the first starting hole 120, and a second starting area is provided in the second starting hole 122. When a game ball enters the first starting hole 120 or the second starting hole 122 and enters the first starting area or the second starting area, a lottery is held to determine one of a plurality of special symbols provided in advance. Each special symbol is associated with various game benefits, such as whether or not a big role game advantageous to the player can be executed, and what kind of game state the game state will be from then on. Therefore, when a game ball enters the first starting hole 120 or the second starting hole 122, the player will acquire a predetermined prize ball and at the same time, will acquire the opportunity to acquire the right to receive various game benefits.
[0024] In addition, the second starting hole 122 is provided with a movable piece 122b that can be opened and closed, and the ease of entry of the game ball into the second starting hole 122 changes depending on the open / closed state of the movable piece 122b. Specifically, when the movable piece 122b is in a closed state, the game ball cannot enter the second starting hole 122. In contrast, when the game ball passes through the entry area in the gate 124 provided in the right hitting area 116b of the game area 116, a lottery for a normal pattern described later is performed, and if a winning ball is won by this lottery, the movable piece 122b is controlled to an open state for a predetermined time. In this way, when the movable piece 122b is in an open state, the movable piece 122b functions as a receptacle that guides the game ball to the second starting hole 122, making it easier for the game ball to enter the second starting hole 122.
[0025] Furthermore, a big prize opening 128 is provided in the right hand hitting area 116b of the game area 116. An opening and closing door 128b is provided in the big prize opening 128 so that it can be opened and closed, and the opening and closing door 128b usually closes the big prize opening 128, making it impossible for game balls to enter the big prize opening 128. In contrast, when the big prize game described above is executed, the opening and closing door 128b is opened, making it possible for game balls to enter the big prize opening 128. Then, when a game ball enters the big prize opening 128, a predetermined prize ball is paid out to the player.
[0026] In addition, at the bottom of the game area 116, there is an outlet (out outlet) 130 (shown by a dotted line in Figure 2) that discharges game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, or the large prize opening 128 from the game area 116 to the back side of the game board 108.
[0027] In the gaming machine 100 of this embodiment having such a gaming area 116, when the gaming state is a normal gaming state or a potential winning state described later, the player shoots a gaming ball toward the left hitting area 116a to progress in the game. On the other hand, when the gaming state is a state other than the normal gaming state and the potential winning state (for example, a winning state), the player shoots a gaming ball toward the right hitting area 116b to progress in the game.
[0028] In addition, the gaming machine 100 is provided with a performance display device (performance device) 200 consisting of a liquid crystal display device, and a performance role device 202 consisting of a movable device, in order to perform various performances during the progress of the game. The performance display device 200 is provided with a performance display section 200a consisting of an image display section that displays an image, and this performance display section 200a is arranged in the approximate center of the game board 108 so as to be visible from the front side of the gaming machine 100. As shown in the figure, the performance display section 200a displays performance symbols 210 in a variable manner, and a variable performance is executed in which the big role lottery result is notified to the player depending on the stop display mode of each of these performance symbols 210. The performance role device 202 is arranged in front of the performance display section 200a, and moves to the front of the performance display section 200a during the variable display of the performance symbols 210, giving the player a sense of expectation of a big win.
[0029] Furthermore, at predetermined positions on the rear side of the game board (performance device) 108, a plurality of LEDs (hereinafter referred to as "game board decorative LEDs") 108a that irradiate light from the rear side of the game board 108 are provided (see FIG. 5). The game board decorative LEDs 108a are designed to enhance the performance effect of the game board 108 by lighting up according to the progress of the game.
[0030] The front door 106 of the gaming machine 100 is provided with an upper tray 132 and a lower tray 134 capable of accommodating gaming balls below the transparent plate 110. The upper tray 132 is adapted to guide gaming balls dispensed by a gaming ball dispenser (not shown) installed on the side of the gaming machine 100 and prize balls dispensed from a prize ball dispenser (see FIG. 5) of the gaming machine 100. When the upper tray 132 becomes full of gaming balls, the gaming balls dispensed or dispensed thereafter are guided to the lower tray 134. A ball ejection hole (not shown) is formed in the bottom surface of the lower tray 134 for discharging the gaming balls from the lower tray 134. This ball removal hole is normally closed by an opening and closing plate (not shown), but by sliding the ball removal knob (not shown) left and right in the figure, the opening and closing plate slides together with the ball removal knob, making it possible to eject game balls from the ball removal hole below the lower receiving tray 134.
[0031] In addition, a decorative lens (performance device) 106a is provided on the front door 106 of the gaming machine 100 so as to surround the area extending from above the transparent plate 110 to the left side, a rotating light unit 106b is provided on the upper right side of the transparent plate 110, and a side panel unit (performance device) 106c is provided directly below the rotating light unit 106b and on the right side of the transparent plate 110. In addition, a performance operation button unit 106d is provided in the center of the front surface of the upper tray 132, and multiple (four in this example) speakers (performance devices) 106e are provided on the lower left and right and upper left and right sides of the transparent plate 110, and a selection button 106f, a volume adjustment button 106g, and a light amount adjustment button 106h are provided on the upper right surface of the upper tray 132.
[0032] A plurality of LEDs (hereinafter referred to as "decorative lens LEDs") 106a1 (see FIG. 5) are provided inside the decorative lens unit 106a, and these LEDs 106a1 emit light in various colors and emission patterns as the game progresses. In addition, the decorative lens unit 106a is formed with an error notification section 106i at a position where a part covering the upper part of the transparent plate 110 overlaps with a part covering the left side of the transparent plate 110, which notifies information that various errors including a door opening error, which will be described later, have occurred. A plurality of LEDs (hereinafter referred to as "error notification LEDs") 106i1 (see FIG. 5) are provided inside the error notification section 106i, and these LEDs 106i1 are configured to light up in a predetermined color when various errors occur. The rotating light unit 106b is provided with a plurality of LEDs (hereinafter referred to as "LEDs for rotating light") 106b1 (see the same figure) arranged in a ring, and each LED 106b1 is turned on and off in the order of arrangement, so that it is possible to perform an effect as if the rotating light were emitting light. The side panel unit 106c is a decorative device in the shape of a roughly rectangular thin plate formed to protrude forward, and is intended to increase the visibility of a design sheet (not shown) installed inside this device. In addition, the side panel unit 106c is provided with a plurality of LEDs (hereinafter referred to as "LEDs for side panel") 106c1 (see the same figure), and these LEDs 106c1 can also perform an effect similar to that of the LED for decorative lens 106a1.
[0033] The performance operation button unit 106d has a disk-shaped push button 106d1 and a rod-shaped handle portion 106d2 attached to the left of the push button 106d1, and is capable of switching the performance executed as the game progresses. When the player presses the push button 106d1 at a predetermined timing, an image (hereinafter referred to as a "menu entry image") (predetermined information) for entering a machine menu or the like in which the performance mode related to the game is set to the player's preferred mode can be displayed on the performance display unit 200a of the performance display device 200. The speaker 106e is configured to output various sounds related to the game according to the progress of the game. The selection button 106f is composed of four buttons arranged in a cross shape, and for example, when the machine menu is displayed, the player can select one of the items displayed on the machine menu by pressing these buttons. Items on the machine menu include, for example, displays related to performance customization, such as setting the character that appears in the special role game performance to a character of the player's preference, and displays related to a mode for saving game history and experience points using a gaming system via the Internet.
[0034] Both the volume adjustment button 106g and the light amount adjustment button 106h are formed in a vertically elongated rectangular shape, and are configured so that the upper and lower ends can be pressed. When the upper end of the volume adjustment button 106g is pressed, the volume can be increased, and when the lower end of the volume adjustment button 106g is pressed, the volume can be decreased. Similarly, when the upper end of the light amount adjustment button 106h is pressed, the light amount can be increased, and when the lower end of the light amount adjustment button 106h is pressed, the light amount can be decreased.
[0035] Although not shown, the game board 108 is provided with a first special symbol display 160, a second special symbol display 162, a first special symbol reserved display 164, a second special symbol reserved display 166, a normal symbol display 168, a normal symbol reserved display 170, and a right-hit notification display 172 at positions outside the game area 116 and visible to the player. Each of these displays 160-172 is a device for displaying various situations related to the game, and the details thereof will be described later. In the following, the above-mentioned displays 160-172 will be collectively referred to as the "main display" as appropriate.
[0036] In addition, various boards such as a main control board 300 that controls the progress of the game, a sub-control board 330 that controls the presentation, and a payout control board 310 that controls the payout of prize balls are provided on the back of the game board 108, and these various boards are fixed to the back of the game board 108 while being housed in a board case. The configurations of the main control board 300 and the main control board case 400 that houses the main control board 300 will be described below.
[0037] FIG. 4(a) is an exploded perspective view of main control board 300 and main control board case 400, and FIG. 4(b) is a front view of main control board 300 and main control board case 400.
[0038] As shown in Figures 4(a) and 4(b), the main control board 300 has a main CPU 300a, a main ROM 300b, and a main RAM 300c (see Figure 5) arranged on the front of the board main body 302, as well as a performance display monitor 304, a connector 306, a RAM clear switch 307, a setting key switch 308, etc.
[0039] The performance display monitor 304 is arranged in the upper left corner of the board main body 302, with four seven-segment displays 304a to 304d lined up, each consisting of seven segments capable of representing decimal Arabic numerals and a dot segment (DP) located to the lower right thereof.
[0040] Connectors 306 are provided above and below the board body 302, and various cables are connected thereto.
[0041] The RAM clear switch 307 is provided above the connector 306 provided on the lower right of the board main body 302, and is used to clear the RAM (initialize the main RAM 300c) and change settings. In this gaming machine 100, the RAM clear switch 307 has two functions: a RAM clear function and a setting change function. Hereinafter, the RAM clear switch 307 will be referred to as the "setting change switch 307" as appropriate. Note that a setting change switch may be provided separately from the RAM clear switch 307.
[0042] The setting key switch 308 is provided to the right of the RAM clear switch 307, and is used to change and refer to settings. This setting key switch 308 has a keyhole for inserting a dedicated key (setting key), and a key cylinder provided so as to surround the periphery of this keyhole. Details of the RAM clear process for clearing the RAM, the setting change process for changing the settings, and the setting reference process for referring to the settings will be described later.
[0043] The main control board case 400 is composed of a base member 410, a cover member 420, a sealing seal 430, sealing seal cover members 440, 450, an untampering management seal 460, and a nameplate seal 470.
[0044] The base member 410 is made of transparent resin and has a rectangular flat surface 410a and a partition wall 410b protruding forward from the flat surface 410a. The partition wall 410b is formed continuously over the vertical side edge of the flat surface 410a and the left side edge of the flat surface 410a. The base member 410 also has a plurality of claws 410c protruding inward from the front end of the partition wall 410b so as to face the flat surface 410a. The base member 410 also has two screw holes 410d on the left side of the flat surface 410a and the partition wall 410b. The base member 410 also has two seal mounting parts 410e on the right side of the flat surface 410a and the partition wall 410b, separated in the vertical direction.
[0045] The cover member 420 is made of a transparent resin and is provided so as to be freely opened and closed with respect to the base member 410. The cover member 420 is provided with a flat surface portion 420a having a rectangular outer shape, a partition wall portion 420b protruding rearward from a side edge of the flat surface portion 420a, and a side edge portion 420c protruding rearward from the partition wall portion 420b. The flat surface portion 420a is formed to have an area slightly smaller than that of the flat surface portion 410a of the base member 410, and is formed so as to be able to be accommodated in a space surrounded by the partition wall portion 410b of the base member 410. An opening is provided in the side edge portion 420c of the cover member 420 so that the connector 306 provided on the main control board 300 can be accessed from the outside.
[0046] Furthermore, through holes 420g, 420h are provided in flat surface portion 420a so that RAM clear switch 307 and setting key switch 308 provided on board main body portion 302 can be operated from the outside. This allows RAM clear switch 307 to be pressed down in a state where it penetrates through hole 420g when main control board 300 is housed in main control board case 400. Similarly, setting key switch 308 can be rotated by inserting a setting key into the keyhole in a state where it penetrates through through hole 420h (with flat surface portion 420a surrounding the periphery of the key cylinder).
[0047] The flat surface portion 420a and the partition wall portion 420b form an accommodation space 420d in the cover member 420 that can accommodate the main control board 300 therein. The cover member 420 is provided with a sealing mechanism 420e at a position to the left of the flat surface portion 420a and the partition wall portion 420b and facing the screw hole 410d of the base member 410 when the cover member 420 is attached to the base member 410. Although a detailed description of the sealing mechanism 420e is omitted, a so-called one-way type sealing screw is accommodated in advance in an extension wall portion provided continuously with the partition wall portion 420b, and the sealing screw is screwed into the screw hole 410d so that the sealing screw cannot be removed from the screw hole 410d. Furthermore, the cover member 420 is provided with two seal mounting portions 420f separated in the vertical direction to the right of the flat surface portion 420a and the partition wall portion 420b.
[0048] When the main control board 300 is accommodated in the main control board case 400, the cover member 420 is removed from the base member 410, and the main control board 300 is accommodated in the accommodation space 420d and fixed with the screws 480. After that, the cover member 420 is slid from the right to the left of the base member 410 so that the side edge portion 420c of the cover member 420 is sandwiched between the flat portion 410a and the claw portion 410c of the base member 410. As a result, the accommodation space 420d becomes a closed space that is closed from the outside by the flat portion 410a of the base member 410, the flat portion 420a of the cover member 420, and the partition portion 420b, and the main control board 300 accommodated in the accommodation space 420d becomes inaccessible.
[0049] In addition, when the cover member 420 is closed relative to the base member 410, the seal seal 430 is attached to the surface of the seal mounting portion 410e and the seal mounting portion 420f. After that, the seal cover members 440, 450 made of transparent resin are attached so as to cover the seal mounting portion 410e and the seal mounting portion 420f to which the seal seal 430 is attached. The seal cover member 440 is provided with a protrusion 440a protruding forward, and the protrusion 440a is located between the seal mounting portion 410e and the seal mounting portion 420f which are separated in the vertical direction. As a result, when the seal cover members 440, 450 are illegally removed, the protrusion 440a damages the seal seal 430, so that the illegal act can be discovered early.
[0050] In addition, an opening management seal 460 and a nameplate seal 470 are affixed to a predetermined position on the front surface of the flat surface portion 420a of the cover member 420. At this time, as shown in FIG. 4(b), the opening management seal 460 and the nameplate seal 470 are affixed to a position that does not cover the performance display monitor 304, the RAM clear switch 307, and the setting key switch 308 provided on the main control board 300. In other words, the performance display monitor 304, the RAM clear switch 307, and the setting key switch 308 are provided at a position that does not overlap with the position where the opening management seal 460 and the nameplate seal 470 are affixed. Therefore, when the inner frame 104 and the front door 106 are opened relative to the outer frame 102, the performance display monitor 304 becomes visible through the flat surface portion 420a of the cover member 420, and the RAM clear switch 307 and the setting key switch 308 become operable.
[0051] (Internal configuration of control means) FIG. 5 is a block diagram showing the internal configuration of a control means for controlling the progress of a game.
[0052] The main control board 300 controls the basic operation of the game. This main control board 300 is equipped with a main CPU 300a, a main ROM 300b, a main RAM 300c, a performance display monitor 304, a RAM clear switch (setting change switch) 307, and a setting key switch 308. The main CPU 300a reads out a program stored in the main ROM 300b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each display device, etc., or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 300c functions as a work area for data during arithmetic processing by the main CPU 300a.
[0053] The main control board 300 is configured to be capable of transmitting, after the power to the gaming machine 100 is turned off and then turned on (the supply of power is started), a command for designating the state of the gaming machine 100 at the time of power-on (after the supply of power) (hereinafter referred to as a "power-on gaming machine state designation command") and presentation commands required for the presentation at the time of power-on (hereinafter referred to as a "power-on sub-command group") to the sub-control board 330. Details of the power-on gaming machine state designation command and the power-on sub-command group will be described later.
[0054] In addition, the main control board 300 is configured to be able to set the value of a game state flag for determining the type of the game state currently in the main RAM 300c. In this gaming machine 100, a plurality of types of game states are provided, and these game states include a "normal game state" (first game state) set to a low probability game state and a non-time-saving game state, a "time-saving game state" (second game state) set to a low probability game state and a time-saving game state, a "latent state" (first game state) set to a high probability game state and a non-time-saving game state, and a "probability state" (second game state) set to a high probability game state and a time-saving game state, as described later. The main CPU 300a of the main control board 300 sets the value of the game state flag to "1" if the current game state is the normal game state, sets the value of the game state flag to "2" if the game state is the time-saving game state, sets the value of the game state flag to "3" if the game state is the potential game state, and sets the value of the game state flag to "4" if the game state is the probability game state. In this way, by checking the value of the game state flag set in the main RAM 300c, it is possible to know what state the game state is currently in.
[0055] In addition, the main control board 300 is connected to a general winning hole detection switch 118s for detecting that a game ball has entered the general winning hole 118, a first starting hole detection switch 120s for detecting that a game ball has entered the first starting hole 120, a second starting hole detection switch 122s for detecting that a game ball has entered the second starting hole 122, a gate detection switch 124s for detecting that a game ball has passed through the gate 124, and a large winning hole detection switch 128s for detecting that a game ball has entered the large winning hole 128. Each detection switch has a proximity sensor, and a detection signal is input from the corresponding detection switch to the main control board 300 based on the detection of the passage of the game ball by each proximity sensor. In FIG. 2, the general winning hole 118 is disposed in the left hitting area 116a of the game area 116, so that the general winning hole detection switch 118s corresponds to the first detection unit constituting the present invention. In addition, since the game ball that has flowed down the left hitting area 116a can enter the first starting hole 120, the first starting hole detection switch 120s also corresponds to the first detection unit constituting the present invention. In addition, since the second starting hole 122, the gate 124, and the big winning hole 128 are arranged in the right hitting area 116b of the game area 116, the second starting hole detection switch 122s, the gate detection switch 124s, and the big winning hole detection switch 128s correspond to the second detection unit constituting the present invention.
[0056] Although detailed description is omitted, a junction passage is formed on the back of the game board 108 to join game balls that have passed through the general winning hole 118, the first starting hole 120, the second starting hole 122, the big winning hole 128, and the discharge hole 130, and an out ball detection switch 129s for detecting game balls is provided on this junction passage. This out ball detection switch 129s detects game balls passing through the junction passage, and a detection signal is input to the main control board 300 every time a game ball is detected. In the main control board 300, the number of game balls is counted based on the detection signal input from the out ball detection switch 129s. Here, since the game balls launched into the game area 116 always pass through the junction passage and are discharged outside the game machine 100, the out ball detection switch 129s counts the number of balls launched into the game area 116, in other words, the number of balls discharged from the game area 116 (hereinafter referred to as the "number of out balls").
[0057] In addition, the main control board 300 is connected to a normal electric role solenoid 122c that operates the movable piece 122b of the second starting opening 122, and a large prize opening solenoid 128c that operates the opening and closing door 128b that opens and closes the large prize opening 128, so that the opening and closing of the second starting opening 122 and the large prize opening 128 is controlled by the main control board 300.
[0058] Furthermore, the first special pattern display device 160, the second special pattern display device 162, the first special pattern reserved indicator device 164, the second special pattern reserved indicator device 166, the normal pattern display device 168, the normal pattern reserved indicator device 170, and the right hit notification indicator device 172 are connected to the main control board 300, and the display of each of these indicators is controlled by the main control board 300.
[0059] The gaming machine 100 is also provided with a magnetic sensor (magnetic detection unit) 174, a radio wave sensor 176, and a vibration sensor 178, and is configured such that when detection signals are input from these sensors 174, 176, and 178 to the main control board 300, a command including information that a magnetic error, radio wave error, or vibration error has occurred is transmitted to the sub-control board 330.
[0060] The gaming machine 100 is also provided with a middle frame opening switch (door opening detection unit) 180 that detects that the gaming machine 100 is in a middle frame open state. When the middle frame 104 is opened from the outer frame 102, a middle frame opening detection signal is input from the middle frame opening switch 180 to the main control board 300. Based on the input of the middle frame opening detection signal, the main control board 300 can confirm that the gaming machine 100 is in a middle frame open state.
[0061] The gaming machine 100 is also provided with a front door open switch (door open detection unit) 182 that detects that the front door 106 of the gaming machine 100 is open (hereinafter referred to as the "front door open state"). When the front door 106 is opened from the outer frame 102 and the middle frame 104, a front door open detection signal is input from the front door open switch 182 to the main control board 300. Based on the input of the front door open detection signal, the main control board 300 can confirm that the gaming machine 100 is in the front door open state. In this case, the main control board 300 is configured to recognize that the gaming machine 100 is in the front door open state as part of various errors, and to transmit a command including information that the door is in the open state to the sub-control board 330. Note that the main control board 300 is configured to recognize that the gaming machine 100 is in the front door open state even when the middle frame open detection signal is input from the middle frame open switch 180 described above.
[0062] In this gaming machine 100, the various errors mentioned above include the gaming machine 100 being in a front door open state (hereinafter referred to as a "door open error"), a magnetic error, a vibration error, a radio wave error, as well as an illegal winning error, an abnormal winning frequency error, an excessive winning error at the large winning port, an abnormal passage error through the probability change area, a mismatch error between balls entering and exiting the large winning port, an abnormal discharge error at the large winning port, an abnormal winning error at the starting port, a switch error, an abnormal base error, and a movable body error. When any of these various errors occurs, the main control board 300 is configured to transmit a command including information indicating that the various errors have occurred to the sub-control board 330.
[0063] The main control board 300 also controls error flags to determine whether the various errors described above have occurred in the gaming machine 100. Error flags are provided corresponding to the various errors, and specifically, a door open error flag, a magnetic error flag, a radio wave error flag, a vibration error flag, an illegal winning error flag, an abnormal winning frequency error flag, a large winning port excessive winning error flag, a certain variable area abnormal passing error flag, a large winning port ball entry / exit mismatch error flag, a large winning port abnormal discharge error flag, a start port abnormal winning error flag, a switch error flag, a base abnormal error flag, and a movable body error flag are provided. Details will be described later, but when any of the various errors occurs during the progress of the game, the main CPU 300a of the main control board 300 sets the value of the error flag corresponding to the error that has occurred to "1" (turns the error flag ON). On the other hand, when no various errors have occurred, the value of the error flag is set to "0" (turns the error flag OFF). The error flags are stored in the main RAM 300c of the main control board 300.
[0064] In addition, the main control board 300 is configured to be able to detect fraudulent play performed in a manner different from the originally expected manner of play. This fraudulent play refers to an act of shooting a game ball into the right hit area 116b of the game area 116 to progress the game when the game state is in the normal game state or the potential state. In order to detect such fraudulent play, the gaming machine 100 is configured to determine whether or not the game ball has entered the second start hole 122 in the normal game state and the potential state. In the normal game state and the potential state, the player is configured to shoot the game ball toward the left hit area 116a of the game area 116 to progress the game, so that the shot game ball flowing down the right hit area 116b of the game area 116 and entering the second start hole 122 is a game being played in a manner that is not originally expected. The type of game state can be confirmed by the value of the game state flag set in the main RAM 300c described above. In addition, it is possible to confirm that the game ball has entered the second start hole 122 based on the detection signal input from the second start hole detection switch 122s to the main CPU 300a as described above. Details of the process for detecting this illegal play (illegal play detection process) will be described later.
[0065] In the above configuration, the main CPU 300a of the main control board 300 is configured to be able to detect fraudulent play based on the game ball entering the second start hole 122 when the game state is the normal state or the potential state, but this configuration is not limited to this. For example, in the normal game state and the potential state, the main CPU 300a may be configured to be able to detect fraudulent play based on the game ball passing through the gate 124 arranged in the right hit area 116b. In this case, the detection signal input from the gate detection switch 124s to the main CPU 300a may be used to detect fraudulent play.
[0066] The gaming machine 100 of this embodiment is broadly divided into a special game that is started by a game ball entering the first start hole 120 or the second start hole 122, and a normal game that is started by a game ball passing through the gate 124. The main ROM 300b of the main control board 300 stores various programs for proceeding with the special game and the normal game, as well as data and tables required for various games.
[0067] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.
[0068] The payout control board 310 performs control for launching game balls and control for paying out prize balls. This payout control board 310 also includes a CPU, a ROM, and a RAM, and is connected to the main control board 300 so as to be able to communicate bidirectionally. For example, in the above-mentioned control for launching game balls, when the gaming machine 100 is in a playable state described later, the main control board 300 transmits a launch permission signal to the payout control board 310 to permit the launch of game balls. Then, the payout control board 310 performs control so as to enable the launch of game balls based on the received launch permission signal. On the other hand, when the gaming machine 100 is in a play stop state described later, the main control board 300 does not transmit a launch permission signal to the payout control board 310, and the payout control board 310 performs control so as not to launch game balls.
[0069] In addition, a game information output terminal board 312 is connected to this payout control board 310, and various information regarding the progress of the game (hereinafter referred to as "external information") output from the main control board 300 is output to the hall computer of the gaming facility via the payout control board 310 and the game information output terminal board 312.
[0070] A payout motor 314 is connected to the payout control board 310 to pay out the game balls stored in the storage section to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout number designation command sent from the main control board 300 to control the payout motor 314 to pay out a predetermined number of prize balls to the player. At this time, the number of paid out game balls is detected by a payout ball count switch 316s, and it is possible to know whether the prize balls to be paid out have been paid out to the player.
[0071] In addition, a tray full detection switch 318s that detects the full state of the lower tray 134 is connected to the payout control board 310. This tray full detection switch 318s is provided in a passage that guides the game balls paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310.
[0072] When the lower tray 134 is filled with more than a predetermined amount of game balls, game balls are retained in the passageway leading to the lower tray 134, and game ball detection signals are continuously input from the tray full detection switch 318s to the payout control board 310. When the payout control board 310 receives the game ball detection signals continuously for a predetermined period of time, it determines that the lower tray 134 is full, and transmits a tray full command to the main control board 300. On the other hand, when the continuous input of the game ball detection signals is discontinued after transmitting the tray full command, it determines that the full state has been released, and transmits a tray full release command to the main control board 300.
[0073] The payout control board 310 is also provided with a launch control circuit 320 that controls the launch of game balls. The payout control board 310 is connected to a touch sensor 112s that is provided on the operation handle 112 and detects the touch of the operation handle 112 by a player, and an operation volume 112v that detects the operation angle of the operation handle 112. When signals are input from the touch sensor 112s and the operation volume 112v, the launch control circuit 320 controls the energization of a launch solenoid 112so provided on the game ball launching device to launch the game balls.
[0074] The sub-control board 330 mainly controls each presentation during gameplay, standby, etc. The sub-control board 330 includes a sub-CPU 330a, a sub-ROM 330b, and a sub-RAM 330c, and is connected to the main control board 300 so as to be able to communicate in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out a program stored in the sub-ROM 330b and performs arithmetic processing based on commands sent from the main control board 300 and input signals from a timer, and also controls the execution of presentations. At this time, the sub-RAM 330c functions as a work area for data during arithmetic processing by the sub-CPU 330a.
[0075] Specifically, the sub-control board 330 performs image display control to display images on the performance display unit 200a. A large amount of image data such as patterns and backgrounds to be displayed on the performance display unit 200a is stored in the sub-ROM 330b, and the sub-CPU 330a reads the image data from the sub-ROM 330b to a VRAM (not shown) to control the image display on the performance display unit 200a.
[0076] The sub-control board 330 also controls the game board decoration LED 108a, the decorative lens LED 106a1, the error notification LED 106i1, the rotating light LED 106b1, and the side panel LED 106c1 to light up in a predetermined color or pattern. The sub-ROM 330b stores a large amount of data related to the color and pattern for lighting up the game board decoration LED 108a, the decorative lens LED 106a1, the error notification LED 106i1, the rotating light LED 106b1, and the side panel LED 106c1. The sub-CPU 330a reads out this data and controls the lighting display of the game board 108, the decorative lens unit 106a, the error notification unit 106i, the rotating light unit 106b, and the side panel unit 106c.
[0077] The sub-control board 330 also controls the speaker 106e to output a predetermined sound in accordance with the progress of the game. A large amount of data related to sounds for performance is stored in the sub-ROM 330b. The sub-CPU 330a reads out this data and controls the speaker 106e to output a predetermined sound.
[0078] In addition, the sub-control board 330 controls the movement of the performance prop device 202 in accordance with the progress of the game. The sub-ROM 330b stores data related to the movement of the performance prop device 202. The sub-CPU 330a reads out this data and controls the movement of the performance prop device 202.
[0079] Furthermore, when a detection signal is inputted to the sub-control board 330 detecting that the press button 106d1 of the performance operation button unit 106d has been pressed, and when a detection signal is inputted to detect that the handle portion 106d2 has been rotated, the sub-control board 330 controls the performance display unit 200a of the performance display device 200 to execute a predetermined performance.
[0080] In addition, when a detection signal is inputted to detect that the push button 106d1 of the performance operation button unit 106d is pressed at a predetermined timing, the sub-control board 330 controls the performance display unit 200a of the performance display device 200 to display the above-mentioned menu entry image. In addition, when a detection signal is inputted to detect that the selection button 106f is pressed while the model menu or the like is being displayed on the performance display unit 200a, the sub-control board 330 controls to select any one of the multiple items displayed on the model menu.
[0081] In addition, the sub-control board 330 adjustably controls the volume output from the speaker 106e when a detection signal is input that detects that the volume adjustment button 106g is pressed at a predetermined timing, and adjusts the light amount of the performance display unit 200a when a detection signal is input that detects that the light amount adjustment button 106h is pressed at a predetermined timing.
[0082] Furthermore, in the normal game state or the potential win state, if the player commits an illegal game in which the game ball is shot into the right hit area 116b to proceed with the game, the sub-control board 330 is configured to receive a command including information indicating that an illegal game has been committed from the main control board 300. Then, based on the received command, the sub-control board 330 controls the performance display device 200 and the like to issue information (hereinafter referred to as an "illegal game warning") to the player who has committed the illegal game. The details of the process of issuing this illegal game warning (illegal game notification process) will be described later.
[0083] In addition, the sub-control board 330 is configured to receive a command including information that various errors have occurred from the main control board 300 when the above-mentioned various errors (for example, a door open error or a magnetic error) occur during a game. Then, based on the received command, the sub-control board 330 controls the performance display device 200, etc. to notify information that various errors have occurred. Here, the above-mentioned various errors are fatal errors that have a very high possibility of a large number of game balls being paid out illegally, compared to the act of proceeding with the game by firing game balls into the right hit area 116b during a normal game state or a potential state. Therefore, in this gaming machine 100, when various errors occur during the notification of an illegal play warning, the information that various errors have occurred is preferentially notified. In the following, the above-mentioned various errors will be referred to as "priority notification errors", and the information that a priority notification error has occurred will be referred to as "priority notification error information". Similarly to the sub-RAM 330c of the main control board 300, the sub-RAM 330c of the sub-control board 330 also stores error flags corresponding to various errors. Then, the sub-control board 330 controls the corresponding priority notification error flag depending on whether or not a command including priority notification error information has been received from the main control board 300.
[0084] A power supply board (not shown) is connected to each board, and power is supplied from a commercial power source to each board via the power supply board while the gaming machine 100 is powered on. The power supply board is also provided with a backup power supply consisting of a capacitor.
[0085] Next, the procedures for executing the RAM clear process, the setting change process, and the setting reference process in this embodiment will be described.
[0086] When executing the RAM clear process, first, the door key is inserted into the keyhole of the cylinder lock 140 of the inner frame 104 and rotated clockwise to open the gaming machine 100. Then, the power to the gaming machine 100 is cut off (power is turned off). In this state, the power is turned on while the RAM clear switch 307 is turned on (power is turned on).
[0087] When executing the setting change process or the setting reference process, the gaming machine 100 is put into the inner frame open state in the same manner as described above, and then the power to the gaming machine 100 is cut off. In this state, the setting key is inserted into the keyhole of the setting key switch 308, and the setting key is turned clockwise (turning on the setting key switch 308), and then the power is turned on.
[0088] As a result, a signal indicating that the setting key has been rotated to the change position is input by the setting key switch 308, and based on this input signal, the state changes to one in which the setting is being changed (hereinafter referred to as the "setting changeable state") or one in which the setting is being referred to (hereinafter referred to as the "setting reference state"). At this time, a safety lock is applied by a locking mechanism (not shown), so the setting key cannot be removed unless it is returned to its original position.
[0089] If the power is turned on while the setting key is rotated clockwise and the RAM clear switch 307 is turned on, the setting will be changed. On the other hand, if the power is turned on without turning on the RAM clear switch 307 while the setting key is rotated clockwise, the setting will be referred to.
[0090] In the setting changeable state, the setting value can be changed to, for example, any one of six stages by pressing (turning on) the RAM clear switch 307 any number of times. When the setting value is changed, the main CPU 300a stores the changed setting value in a setting value buffer in the main RAM 300c. The setting value buffer can be a memory area to be backed up. The setting value can be displayed on the performance display monitor 304 of the main control board 300, and the details of this display mode will be described later.
[0091] When the desired setting value is reached, rotate the setting key counterclockwise to return it to its original position (turn off the setting key switch 308). This causes the setting key switch 308 to input a signal indicating that the setting key has been returned to its original position, and the change in setting is confirmed based on this input signal. After this, the setting key can be removed from the setting key switch 308, and the setting value displayed on the performance display monitor 304 will disappear.
[0092] Even in the setting reference state, the setting values are displayed on the performance display monitor 304, and once these setting values have been referenced, the setting reference ends by turning off the setting key switch 308, in the same manner as in the setting change process described above.
[0093] In the following, when the gaming machine 100 is in the middle frame open state and the setting key switch 308 is on, and the power is turned on while the RAM clear switch 307 is on, it is said that "the setting change condition is satisfied." Also, when the gaming machine 100 is in the middle frame open state and the setting key switch 308 is on, and the power is turned on while the RAM clear switch 307 is off, it is said that "the setting reference condition is satisfied." Also, in the following, the setting change process and the setting reference process are collectively referred to as "setting-related process."
[0094] Fig. 6 is an address map of the memory area used by the main CPU 300a. In Fig. 6, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 6, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.
[0095] The memory area of the main ROM 300b is provided with a used area (0000H to 1A7AH) that stores programs and data for controlling the progress of the game, and a non-used area (2000H to 2BFFH) that is an area other than the used area and stores programs and data for executing processes for conducting tests defined by the gaming machine regulations and processes for displaying the performance display monitor 304 (including processes for calculating the base ratio to be displayed on the performance display monitor 304).
[0096] The used area of the main ROM 300b includes a program area (0000H-0A89H) in which a program for controlling the progress of a game is stored, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) in which data other than the program is stored. Note that the used area may not include the unused area (0A8AH-0FFFH).
[0097] The unused area of the main ROM 300b includes a program area (2000H to 27FFH) in which programs for executing processes for performing tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 304 are stored, and a data area (2800H to 2BFFH) in which data other than these programs are stored.
[0098] In addition to the used area and unused area, the memory area of the main ROM 300b also includes an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) in which arbitrary data such as the program title and version is stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) in which information necessary for the main CPU 300a to execute a program is stored.
[0099] The memory area of the main RAM 300c is divided into a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and a non-used area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processes for performing tests defined by the gaming machine regulations or for displaying the performance display monitor 304 is being executed.
[0100] The used area of the main RAM 300c includes a work area (F000H-F12AH) that is temporarily used when a program for controlling the progress of a game is being executed, an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH) for temporarily saving data during execution of a program for controlling the progress of a game. The used area may not include the unused area (F12BH-F1D7H).
[0101] The unused area of the main RAM 300c includes a work area (F210H to F21FH) that is temporarily used when programs for processing tests stipulated in the gaming machine regulations and processing for displaying the performance display monitor 304 are being executed, and a stack area (F220H to F228H) to temporarily store data when these programs are being executed.
[0102] In addition to the used area and unused area, the memory area of the main RAM 300c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0103] In this way, the main ROM 300b and the main RAM 300c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests stipulated by the gaming machine regulations and for displaying the performance display monitor 304.
[0104] In the main RAM 300c, a 16-byte unused area (F200H-F20FH) is provided between the used area and the unused area. This unused area (F200H-F20FH) is set as a boundary area that separates the used area and the unused area, making the boundary between the used area and the unused area clear, and prevents the unused area from being used when a program for controlling the progress of a game is being executed, and prevents the used area from being used when a program for performing a process for performing a test specified by the gaming machine rules or a process for displaying the performance display monitor 304 is being executed.
[0105] The unused area between the used area and the unused area only needs to be at least 1 byte, and from the viewpoint of preventing fraud, it is preferable that it is 4 bytes or more, and more preferably set to 16 bytes or more. Furthermore, writing and reading of data into the unused area is prohibited, but from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0106] Next, a game in the gaming machine 100 of this embodiment will be described together with various tables stored in the main ROM 300b.
[0107] As described above, the gaming machine 100 of this embodiment is a game in which two types of games, a special game and a normal game, proceed in parallel, and the game proceeds in any one of a game state in which a game state of either a low probability game state or a high probability game state is combined with a game state of either a non-time-saving game state or a time-saving game state as a game state when these two games proceed. In this gaming machine 100, the game state in which the low probability game state and the non-time-saving game state are combined is a "normal game state", and the game state in which the low probability game state and the time-saving game state are combined is a "time-saving game state". In addition, the game state in which the high probability game state and the non-time-saving game state are combined is a "latent probability state", and the game state in which the high probability game state and the time-saving game state are combined is a "probability state".
[0108] Details of each game state will be described later, but a low probability game state is a game state in which the probability of acquiring the right to play a big prize game in which the big prize opening 128 is opened is set low, and a high probability game state is a game state in which the probability of acquiring the right to play a big prize game is set high.
[0109] In addition, the non-time-saving game state is a game state in which the movable piece 122b is less likely to open and a game ball is less likely to enter the second starting hole 122, and the time-saving game state is a game state in which the movable piece 122b is more likely to open than in the non-time-saving game state and a game ball is more likely to enter the second starting hole 122.
[0110] When the player operates the operating handle 112 to launch a game ball into the game area 116 and the game ball flowing down the game area 116 enters the first start port 120 or the second start port 122, a lottery is held to determine whether or not the player will receive a game profit (hereinafter referred to as a "big prize lottery"). If a big win is won in this big prize lottery, the big prize opening 128 is opened and a big prize game is executed in which the game ball can enter the big prize opening 128, and the game state after the big prize game is ended is set to one of the game states described above. The big prize lottery method is described below.
[0111] Although the details will be described later, when a gaming ball enters the first starting hole 120 or the second starting hole 122, various random number values related to the big role lottery (jackpot determining random number, winning symbol random number, reach group determining random number, reach mode determining random number, and variable pattern random number) are obtained, and each of these random number values is stored in the special symbol reservation memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reservation memory area when a gaming ball enters the first starting hole 120 are collectively referred to as "special 1 reservation," and the various random numbers stored in the special symbol reservation memory area when a gaming ball enters the second starting hole 122 are collectively referred to as "special 2 reservation."
[0112] The special chart reservation memory area of the main RAM 300c includes a first special chart reservation memory area and a second special chart reservation memory area. The first special chart reservation memory area and the second special chart reservation memory area each have four memory sections (first to fourth memory sections). When a game ball enters the first starting hole 120, the special 1 reservation is stored in order from the first memory section of the first special chart reservation memory area, and when a game ball enters the second starting hole 122, the special 2 reservation is stored in order from the first memory section of the second special chart reservation memory area.
[0113] For example, when a game ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage sections of the first special chart reservation storage area, the special 1 reservation is stored in the first storage section. Also, for example, when the game ball enters the first starting hole 120 in a state in which the special 1 reservation is stored in the first to third storage sections, the special 1 reservation is stored in the fourth storage section. Also, when a game ball enters the second starting hole 122, the special 2 reservation is stored in the smallest numbered (ordinal) storage section among the first to fourth storage sections of the second special chart reservation storage area in the same manner as above.
[0114] However, the number of special 1 reservations (X1) and the number of special 2 reservations (X2) that can be stored in the first special chart reservation memory area and the second special chart reservation memory area are set to four, respectively. Therefore, for example, when a game ball enters the first start hole 120, if four special 1 reservations are already stored in the first special chart reservation memory area, the entry of the game ball into the first start hole 120 will not cause a new special 1 reservation to be stored. Similarly, when a game ball enters the second start hole 122, if four special 2 reservations are already stored in the second special chart reservation memory area, the entry of the game ball into the second start hole 122 will not cause a new special 2 reservation to be stored.
[0115] 7 is a diagram illustrating the jackpot determination random number judgment table. When a game ball enters the first start hole 120 or the second start hole 122, one jackpot determination random number is obtained within the range of 0 to 65535. Then, when the big win lottery is started, that is, according to the game state when the jackpot is judged and the setting value being set, a jackpot determination random number judgment table is selected, and the big win lottery is performed based on the selected jackpot determination random number judgment table and the acquired jackpot determination random number.
[0116] In the low probability game state, when starting the big role lottery for the special 1 reserve and the special 2 reserve, the low probability big win determination random number judgment table is referenced. Here, in this embodiment, six setting values with different advantageous degrees are provided, and a low probability big win determination random number judgment table is provided for each setting value. During the game, the setting value is set to one of the six levels, and the big role lottery is performed by referring to the low probability big win determination random number judgment table corresponding to the currently set setting value.
[0117] When the setting value is set to 1, the big prize lottery is performed by referring to the low probability jackpot determination random number judgment table a shown in Fig. 7(a). According to this low probability jackpot determination random number judgment table a, if the jackpot determination random number is 10001 to 10206, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 318.1.
[0118] When the setting value is set to 2, the big prize lottery is performed by referring to the low probability jackpot determination random number judgment table b shown in Fig. 7 (b). According to this low probability jackpot determination random number judgment table b, if the jackpot determination random number is 10001 to 10216, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 303.4.
[0119] When the setting value is set to 3, the big prize lottery is performed by referring to the low probability jackpot determination random number judgment table c shown in Fig. 7 (c). According to this low probability jackpot determination random number judgment table c, if the jackpot determination random number is 10001 to 10226, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 289.9.
[0120] When the setting value is set to 4, the big prize lottery is performed by referring to the low probability jackpot determination random number judgment table d shown in Fig. 7(d). According to this low probability jackpot determination random number judgment table d, if the jackpot determination random number is 10001 to 10236, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 277.6.
[0121] When the setting value is set to 5, the big prize lottery is performed by referring to the low probability jackpot determination random number judgment table e shown in Fig. 7 (e). According to this low probability jackpot determination random number judgment table e, if the jackpot determination random number is 10001 to 10246, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 266.4.
[0122] When the setting value is set to 6, the big prize lottery is performed by referring to the low probability jackpot determination random number judgment table f shown in Fig. 7(f). According to this low probability jackpot determination random number judgment table f, if the jackpot determination random number is 10001 to 10256, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 256.0.
[0123] On the other hand, in the high probability game state, when starting the big role lottery for the special 1 reserve and the special 2 reserve, the high probability jackpot determination random number judgment table is referenced. Here, in this embodiment, the high probability jackpot determination random number judgment table is also provided for each setting value, similar to the low probability jackpot determination random number judgment table, and during the game, the big role lottery is performed by referring to the high probability jackpot determination random number judgment table corresponding to the currently set setting value.
[0124] When the setting value is set to 1, the big prize lottery is performed by referring to the high probability jackpot determination random number judgment table g shown in Fig. 7(g). According to this high probability jackpot determination random number judgment table g, if the jackpot determination random number is 10001 to 12060, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 31.81.
[0125] When the setting value is set to 2, the big prize lottery is performed by referring to the high probability jackpot determination random number judgment table h shown in Fig. 7 (h). According to this high probability jackpot determination random number judgment table h, if the jackpot determination random number is 10001 to 12160, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 30.34.
[0126] When the setting value is set to 3, the big prize lottery is performed by referring to the high probability jackpot determination random number judgment table i shown in Fig. 7(i). According to this high probability jackpot determination random number judgment table i, if the jackpot determination random number is 10001 to 12261, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 28.99.
[0127] When the setting value is set to 4, the big prize lottery is performed by referring to the high probability jackpot determination random number judgment table j shown in Fig. 7(j). According to this high probability jackpot determination random number judgment table j, if the jackpot determination random number is 10001 to 12361, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 27.76.
[0128] When the setting value is set to 5, the big prize lottery is performed by referring to the high probability jackpot determination random number judgment table k shown in Fig. 7 (k). According to this high probability jackpot determination random number judgment table k, if the jackpot determination random number is 10001 to 12460, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 26.64.
[0129] When the setting value is set to 6, the big prize lottery is performed by referring to the high probability jackpot determination random number judgment table l shown in Fig. 7 (l). According to this high probability jackpot determination random number judgment table l, if the jackpot determination random number is 10001 to 12560, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is about 1 / 25.60.
[0130] As described above, when the low probability game state or the high probability game state is set, the big prize lottery is performed according to the set value. At this time, the probability of winning the big prize differs according to the set value, and it is easier to win the big prize when the set value is high than when it is low. Also, when the high probability game state is set, the probability of winning the big prize is higher than when the low probability game state, making it easier to win the big prize.
[0131] FIG. 8 is a diagram for explaining the winning symbol random number judgment table. When a game ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the judgment result of "jackpot" is derived by the above-mentioned big role lottery, the type of special symbol is determined by the acquired winning symbol random number and the winning symbol random number judgment table. At this time, when the "jackpot" is won by the special 1 reservation, the special 1 winning symbol random number judgment table is selected as shown in FIG. 8(a), and when the "jackpot" is won by the special 2 reservation, the special 2 winning symbol random number judgment table is selected as shown in FIG. 8(b). Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when the judgment result of jackpot is obtained is called the jackpot symbol, and the special symbol determined when the judgment result of loss is obtained is called the loss symbol.
[0132] According to the special 1 winning symbol random number determination table shown in FIG. 8(a) and the special 2 winning symbol random number determination table shown in FIG. 8(b), the type of special symbol (jackpot symbol) is determined according to the acquired winning symbol random number value, as shown in the figure. Also, when the big role lottery result is "miss", if the lottery result is derived by special 1 reservation, special symbol X is determined as the losing symbol without drawing, and when the lottery result is derived by special 2 reservation, special symbol Y is determined as the losing symbol without drawing. In other words, the winning symbol random number determination table is referred to only when the big role lottery result is "jackpot", and is not referred to when the big role lottery result is "miss".
[0133] FIG. 9 is a diagram for explaining the reach group determination random number judgment table. A plurality of reach group determination random number judgment tables are provided, and one table is selected according to the reserved type, reserved number, and further the variable state set in association with the game state. When a game ball enters the first start hole 120 or the second start hole 122, one reach group determination random number is acquired from the range of 0 to 10006. As described above, when the big role lottery result is derived, a process is performed to determine a variable performance pattern that notifies the big role lottery result. In this embodiment, when the big role lottery result is "miss", in determining the variable performance pattern, first, a group type is determined by the reach group determination random number and the reach group determination random number judgment table.
[0134] For example, when the game state is set to a non-time-saving game state and the variable state is set to a normal 1 variable state, if a "miss" big role lottery result is derived based on the special 1 reserved, if the number of special 1 reserved (hereinafter referred to as the "reserved number") at the time of the big role lottery is 0, the reach group determination random number judgment table 1 is selected as shown in FIG. 9(a). Similarly, if the reserved number is 1, the reach group determination random number judgment table 2 is selected as shown in FIG. 9(b), and if the reserved number is 2 or 3, the reach group determination random number judgment table 3 is selected as shown in FIG. 9(c). In FIG. 9, the group x written in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type according to the acquired reach group determination random number and the type of the reach group determination random number judgment table to be referred to.
[0135] In this way, in this embodiment, the table for determining the variable presentation pattern is determined based on the variable state in addition to the set game state. In other words, the variable state specifies which table is to be referenced to determine the variable presentation pattern, and is a concept that is set separately from the game state.
[0136] In addition, if the result of the big role lottery is a "jackpot", the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss", and is not referenced when the result of the big role lottery is a "jackpot".
[0137] FIG. 10 is a diagram for explaining the reach mode determination random number judgment table. This reach mode determination random number judgment table is roughly divided into a reach mode determination random number judgment table at the time of failure, which is selected when the big role lottery result is "miss", and a reach mode determination random number judgment table at the time of big win, which is selected when the big role lottery result is "big win". The reach mode determination random number judgment table at the time of failure is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of big win is provided for each game state and pattern type. Also, each reach mode determination random number judgment table may be provided for each reserved type. Here, an example of the reach mode determination random number judgment table at the time of failure for group x, which is referred to in a predetermined game state and pattern type, is shown in FIG. 10(a), and an example of the reach mode determination random number judgment table at the time of big win is shown in FIG. 10(b).
[0138] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is "miss", as shown in FIG. 10(a), a reach mode determination random number judgment table at miss corresponding to the group type determined by the lottery of the group type is selected, and a variable mode number is determined based on the reach mode determination random number judgment table at miss and the reach mode determination random number selected. If the result of the big role lottery is "jackpot", as shown in FIG. 10(b), a reach mode determination random number judgment table at jackpot corresponding to the read game state or type of pattern is selected, and a variable mode number is determined based on the reach mode determination random number judgment table at jackpot and the reach mode determination random number selected.
[0139] In addition, in each reach mode determination random number judgment table, the reach mode determination random number is associated with a variation pattern random number judgment table described later together with the variation mode number, and the variation pattern random number judgment table is determined at the same time as the variation mode number is determined. In addition, in FIG. 10, table x described in the column of the variation pattern random number judgment table indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number judgment table are determined according to the acquired reach mode determination random number and the type of the reach mode determination random number judgment table to be referred to. In addition, in this embodiment, the variation mode number and the variation pattern number described later are set in hexadecimal. In the following, "H" is added when indicating a hexadecimal number, but ○○H described in FIG. 10 to FIG. 12 indicates an arbitrary value indicated in hexadecimal.
[0140] As described above, when the big role lottery result is "miss", the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Fig. 9. Then, according to the determined group type and the game state, the variation mode number and the variation pattern random number judgment table are determined by the reach mode determination random number judgment table at the time of miss and the reach mode determination random number shown in Fig. 10.
[0141] On the other hand, if the result of the big prize lottery is a "jackpot," the fluctuation mode number and fluctuation pattern random number determination table will be determined based on the jackpot reach mode determination random number determination table and reach mode determination random number shown in Figure 10, depending on the determined jackpot pattern (type of special pattern), the game status at the time of the jackpot, etc.
[0142] 11 is a diagram for explaining the fluctuation pattern random number determination table. Here, the fluctuation pattern random number determination table x of a predetermined table number x is shown, but in addition, many other fluctuation pattern random number determination tables are provided for each table number.
[0143] When a game ball enters the first start hole 120 or the second start hole 122, one fluctuation pattern random number is obtained from the range of 0 to 238. Then, based on the fluctuation pattern random number determination table determined at the same time as the above fluctuation mode number and the obtained fluctuation pattern random number, a fluctuation pattern number is determined as shown in the figure.
[0144] In this way, when the big role lottery is performed, the change mode number and the change pattern number are determined according to the big role lottery result, the determined symbol type, the game state, the reserved number, the reserved type, etc. These change mode numbers and change pattern numbers specify the change performance pattern, and each of them is associated with the mode and time of the change performance. In the following, the change mode number and the change pattern number may be collectively referred to as change information.
[0145] Fig. 12 is a diagram for explaining a variation time determination table. As described above, when the variation mode number is determined, the variation time 1 is determined according to the variation time 1 determination table shown in Fig. 12(a). According to this variation time 1 determination table, the variation time 1 is associated with each variation mode number, and the corresponding variation time 1 is determined according to the determined variation mode number.
[0146] In addition, as described above, when the variation pattern number is determined, the variation time 2 is determined according to the variation time 2 determination table shown in Fig. 12(b). According to this variation time 2 determination table, the variation time 2 is associated with each variation pattern number, and the corresponding variation time 2 is determined according to the determined variation pattern number. The total time of the variation times 1 and 2 determined in this way is the time of the variation performance that notifies the big role lottery result, that is, the variation time.
[0147] When the variation mode number is determined as described above, a variation mode command corresponding to the determined variation mode number is transmitted to the sub-control board 330, and when the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is transmitted to the sub-control board 330. In the sub-control board 330, the first half of the variation performance is mainly determined based on the received variation mode command, and the second half of the variation performance is mainly determined based on the received variation pattern command. In the following, the variation mode command and the variation pattern command may be collectively referred to as a variation command, but the details will be described later.
[0148] 13 is a diagram for explaining the special electric role operation ram set table. This special electric role operation ram set table stores various data for controlling the big prize game, and during the big prize game, the big prize opening solenoid 128c is controlled to be energized by referring to this special electric role operation ram set table. In reality, a plurality of special electric role operation ram set tables are provided for each type of big prize symbol, and the corresponding table is set at the start of the big prize game according to the type of the determined big prize symbol, but here, for the convenience of explanation, the control data of all big prize symbols is shown in one table.
[0149] When the special symbols A to D, which are the big win symbols, are determined, the big win game is executed by referring to the special electric role operation RAM set table as shown in Fig. 13. The big win game is composed of multiple rounds of play in which the big win opening 128 is opened and closed a predetermined number of times. According to this special electric device operation RAM set table, the opening time (waiting time until the first round play starts), the maximum number of times the special electric device operates (the number of round plays executed during one big win play), the number of times the special electric device opens and closes (the number of times the big win opening 128 opens during one round), the solenoid energization time (the energization time of the big win opening solenoid 128c for each opening of the big win opening 128, i.e., the opening time of one big win opening 128), the specified number (the maximum number of wins that can be won into the big win opening 128 in one round play), the effective time for closing the big win opening (the closing time of the big win opening 128 between round plays, i.e., the interval time), and the ending time (waiting time from the end of the last round play until the normal special play (the variable display of special symbols described later) is resumed) are pre-stored as control data for the big win play for each type of big win symbol, as shown in the figure.
[0150] FIG. 14 is a diagram for explaining a game state setting table for setting the game state after the end of the big role game. As shown in FIG. 13, when the special symbol A is determined, the game state is set to a low probability game state after the end of the big role game, and when the special symbols B to D are determined, the game state is set to a high probability game state after the end of the big role game, and the number of times that the high probability game state continues (hereinafter referred to as the "high probability number of times") is set to 10,000 times. This means that the high probability game state continues until the big role lottery result is determined 10,000 times. However, the above-mentioned high probability number of times indicates the maximum number of times that the high probability game state of 1 continues, and if a big win is won before the above-mentioned number of times of continuation is reached, the game state is set again. Therefore, when the high probability game state is set after the end of the big win game, if no big win lottery result is derived in the high probability game state and a miss lottery result is derived 10,000 times, the game state will be changed to the low probability game state.
[0151] In addition, when the special symbol A is selected, the game is set to a non-time-saving game state after the big win game ends, and when the special symbols B to D are selected, the game is set to a time-saving game state after the big win game ends, and the number of times the time-saving game state continues (hereinafter referred to as the "time-saving number of times") is set to 10,000 times. This means that the time-saving game state continues until the big win lottery result is confirmed 10,000 times. However, the above-mentioned time-saving number of times indicates the maximum number of times that the time-saving game state of 1 continues, and if a jackpot is won before the above-mentioned number of times of continuation is reached, the game state will be set again.
[0152] In this way, when the special symbol A is determined, the game state after the big role game is completed is set to a "normal game state" in which a low probability game state and a non-time-saving game state are combined, and when the special symbols B to D are determined, the game state is set to a "probability state" in which a high probability game state and a time-saving game state are combined. Although not shown in the figure, when a special symbol other than these special symbols A to D is determined, the game state after the big role game is completed can be set to a "time-saving game state" in which a low probability game state and a time-saving game state are combined, or a "latent state" in which a high probability game state and a non-time-saving game state are combined.
[0153] Here, the game state, the number of high probability times, and the number of time-saving times are set according to the type of jackpot pattern, but the game state after the end of the big win game, the number of high probability times, and the number of time-saving times may also be set according to both the type of jackpot pattern and the game state at the time of winning the jackpot.
[0154] 15 is a diagram explaining a winning decision random number judgment table. When the game ball flowing down the game area 116 passes through the gate 124, a normal symbol judgment process (hereinafter referred to as "normal symbol lottery") is performed, which corresponds to whether or not to control the electrification of the movable piece 122b of the second starting hole 122.
[0155] As will be described in detail later, when the game ball passes through the gate 124, one winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the general map reserve memory area of the main RAM 300c, up to a maximum of four. In other words, the general map reserve memory area has four storage units for saving winning determination random numbers. Therefore, if a game ball passes through the gate 124 with winning determination random numbers stored in all four storage units of the general map reserve memory area, no winning determination random number will be stored based on the passage of the game ball. Hereinafter, the winning determination random number stored in the general map reserve memory area after the game ball passes through the gate 124 is referred to as a general map reserve.
[0156] When starting a normal symbol lottery in a non-time-saving game state, as shown in FIG. 15(a), a win determination random number judgment table for a non-time-saving game state is referenced. According to this win determination random number judgment table for a non-time-saving game state, when the win determination random number is 0, a win symbol is determined as the type of normal symbol, and when the win determination random number is 1 to 99, a loss symbol is determined as the type of normal symbol. Therefore, the probability that a win symbol is determined in a non-time-saving game state, that is, the probability of winning, is 1 / 100. As will be described in detail later, when a win symbol is determined in this normal symbol lottery, the movable piece 122b of the second start hole 122 is controlled to an open state, and when a loss symbol is determined, the movable piece 122b of the second start hole 122 is maintained in a closed state.
[0157] In addition, when starting a normal symbol lottery in the time-saving game state, a time-saving game state winning random number determination table is referenced as shown in Fig. 15(b). According to this time-saving game state winning random number determination table, when the winning random number is 0 to 98, a winning symbol is determined as the type of normal symbol, and when the winning random number is 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability that a winning symbol is determined in the time-saving game state, that is, the probability of winning, is 99 / 100.
[0158] FIG. 16(a) is a diagram for explaining the normal pattern variation time data table, and FIG. 16(b) is a diagram for explaining the opening / closing control pattern table. As described above, when the normal pattern lottery is performed, the variation time of the normal pattern is determined. The normal pattern variation time data table is referenced when determining the variation time of the normal pattern when a winning pattern or a losing pattern is determined by the normal pattern lottery. According to this normal pattern variation time data table, when the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to a time-saving game state, the variation time is determined to be 1 second. When the variation time is determined in this way, the normal pattern display 168 is displayed (blinking) for the determined time. Then, when a winning pattern is determined, the normal pattern display 168 is turned on, and when a losing pattern is determined, the normal pattern display 168 is turned off.
[0159] Then, when the winning symbol is determined by the normal symbol lottery and the normal symbol display 168 is lit, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to the opening / closing control pattern table as shown in Fig. 16(b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when the normal electric role solenoid 122c starts to energize, but here, for the sake of explanation, the control data corresponding to each game state is shown in one table.
[0160] When the winning symbol is determined, as shown in FIG. 16(b), the opening and closing of the second starting hole 122 is controlled by referring to the opening and closing control pattern table. According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 starts to open), the maximum number of times the normal electric role can be switched between opening and closing (the number of times the second start port 122 is opened), the solenoid power supply time (the power supply time of the normal electric role solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of one second start port 122), the specified number (the maximum number of winnings that can be won into the second start port 122 while the second start port 122 is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power active state time (waiting time from the end of the last opening of the second start port 122), and the normal power end wait time (waiting time until the variable display of the normal pattern described below is resumed after the normal power active state time has elapsed) are pre-stored as control data for the second start port 122 for each game state, as shown in the figure.
[0161] In this way, the non-time-saving game state and the time-saving game state are respectively associated with the opening / closing control conditions for opening / closing the second start port 122 as game progress conditions, and in the time-saving game state, it is easier for the game ball to enter the second start port 122 than in the non-time-saving game state. In other words, in the time-saving game state, as long as the game ball passes through the gate 124, regular lotteries are performed one after another, and the second start port 122 is frequently in an open state, so that the player can perform the big role lottery while reducing the consumption of game balls.
[0162] The opening and closing conditions of the second start opening 122 prescribe three elements: the probability of winning a normal pattern, the time for the variable display of the normal pattern, and the opening time of the second start opening 122. In this embodiment, two of these three elements are set to be more advantageous for the time-saving game state than for the non-time-saving game state, so that the game ball is more likely to enter the second start opening 122 in the time-saving game state than in the non-time-saving game state. However, one or three of the above three elements may be set to be more advantageous for the time-saving game state than the non-time-saving game state. In any case, it is sufficient that the time-saving game state is more advantageous than the non-time-saving game state in at least one element, so that the game ball is more likely to enter the second start opening 122 overall in the time-saving game state than in the non-time-saving game state. In other words, when the game state is set to a non-time-saving game state, the movable piece 122b is controlled to open and close in accordance with a first condition, and when the game state is set to a time-saving game state, the movable piece 122b is controlled to open and close in accordance with a second condition which is more likely to be in the open state than the first condition.
[0163] Next, the display mode of the performance display monitor 304 will be described.
[0164] 17 is a diagram for explaining the display mode of the performance display monitor 304. In the main control board 300, the base ratio (information on the payout of game media) when the game state is a low probability game state and a non-time-saving game state is displayed on the performance display monitor 304. Here, the base ratio is derived for each preset interval (for every 60,000 out balls), as described in detail later, and is the total value (payout number) of the number of prize balls paid out as a result of game balls entering the general winning hole 118, the first starting hole 120, and the second starting hole 122 relative to the number of out balls, expressed as a percentage (%).
[0165] As shown in FIG. 17, the performance display monitor 304 alternates between displaying the base ratio of the current section and the base ratio of the previous section at preset intervals (for example, 5 seconds).
[0166] The performance display monitor 304 displays an identifier "bc" or "bb" in seven segments 304a and 304b to distinguish whether the base ratio is for the current section or the previous section. The performance display monitor 304 also displays the base ratio corresponding to the identifier "bc" or "bb" in two digits in seven segments 304c and 304d.
[0167] Therefore, if the base ratio of the current section is 30%, when displaying the base ratio of the current section, "bc" is displayed in seven segments 304a and 304b, and "30" is displayed in seven segments 304c and 304d. Also, if the base ratio of the previous section is 38%, when displaying the base ratio of the previous section, "bb" is displayed in seven segments 304a and 304b, and "38" is displayed in seven segments 304c and 304d.
[0168] 18 is a diagram for explaining the interval of the base ratio displayed on the performance display monitor 304. Here, from the time when the gaming machine 100 is manufactured until it is installed in the hall and played by the player, inspections at the time of manufacture and test runs (operation checks) at the hall are performed. Game balls are shot and discharged during such inspections at the time of manufacture and test runs at the hall, but if the number of balls out and the number of balls discharged during this period are counted, there is a risk that the base ratio during the time when the player is playing the game cannot be accurately derived.
[0169] Therefore, as shown in FIG. 18(a), the first section (non-target section) where the total number of out balls detected by the out ball detection switch 129s is 0 to 300 is excluded from the target for deriving the base ratio as the out balls detected before the player plays, such as during inspection at the time of manufacture or test run at the hall. Similarly, the number of payouts paid out in the section where the number of out balls is 0 to 300 is also excluded from the target for deriving the base ratio. In this non-target section, as shown in FIG. 18(b), when displaying the base ratio of the current section, the identifier "bc" is displayed flashing and the base ratio is displayed as "--". Also, since there is no previous section, when displaying the base ratio of the previous section, the identifier "bb" is displayed flashing and the base ratio is displayed as "--".
[0170] The first interval is defined as the number of out balls between 301 and 60,300, and in the first interval, the base ratio is derived as needed (in real time), and when displaying the base ratio for the current interval, the identifier "bc" is displayed and the derived base ratio is lit. At this time, when the number of out balls is between 301 and 6,299 (when the number of out balls in the interval is 5,999 or less), the identifier "bc" is displayed flashing to indicate that there were not enough samples used to derive the base ratio for the current interval, and the base ratio is not stable. After that, when the number of out balls becomes 6,300 or more (when the number of out balls in the interval is 6,000 or more), the identifier "bc" is displayed lit to indicate that there were not enough samples used to derive the base ratio for the current interval, and the base ratio is stable.
[0171] Also, since there is no previous interval in the first interval, when displaying the base ratio of the previous interval, the identifier "bb" flashes and the base ratio is displayed as a lit "--".
[0172] In the second section where the number of out balls is between 60301 and 120300, the base ratio is derived as needed (in real time) in the same way as in the first section, and when displaying the base ratio for the current section, the identifier "bc" is lit or flashes according to the number of out balls, and the derived base ratio is displayed. In the second section, when displaying the base ratio for the previous section, the identifier "bb" is lit, and the final base ratio for the first section is lit.
[0173] In this way, the base ratio derived in real time for every 60,000 out balls (every nth interval), excluding the first 300, is displayed as the base ratio for the current interval, and the final base ratio for the (n-1)th interval is displayed as the base ratio for the previous interval.
[0174] This allows the number of balls out and the number of balls discharged before the player plays, such as during inspection at the time of manufacture or test runs (operation checks) at the hall, to be excluded from the base ratio deriving process, allowing the base ratio to be derived accurately.
[0175] When deriving the base ratio, the base ratio may temporarily exceed 100%. For example, if the first ball in the section enters the first starting hole 120, the number of out balls is 1, while the number of payout balls is the number of winning balls obtained by the ball entering the first starting hole 120 (for example, 3), and the base ratio is 300%. In such a case, since the performance display monitor 304 can only display the base ratio in two digits, it notifies the user that the base ratio has exceeded 100% by lighting up "99."
[0176] FIG. 19 is a diagram for explaining the display mode of the performance display monitor 304 during a game stop. In the gaming machine 100, the progress of the game may be stopped temporarily or until the setting change process is completed after the power is turned off and then turned on again. Specifically, when the state of the gaming machine 100 is a setting changeable state (a state in which the setting is being changed) or a setting reference state (a state in which the setting is being referred to) when the power is turned on, the progress of the game is temporarily stopped. Also, when the state of the gaming machine 100 is an abnormal state in which a high alert level error that requires the progress of the game to be stopped occurs when the power is turned on or during the progress of the game, the power is turned off once and then turned on again so that the setting change condition is satisfied, and the progress of the game is stopped until the setting change process is completed. In this embodiment, such abnormal states with a high alert level include a state in which a setting abnormality error occurs (hereinafter referred to as a "setting abnormality state"), a state in which a RAM abnormality error occurs (hereinafter referred to as a "RAM abnormality state"), and a state in which a backup abnormality error occurs (hereinafter referred to as a "backup abnormality state"). The setting abnormal state may occur during the progress of a game, and the RAM abnormal state and the backup abnormal state may occur when the power is turned on. The backup abnormal error also includes a case where a backup abnormal error occurs at the first startup. In the following, the setting abnormal state, the RAM abnormal state, and the backup abnormal state are collectively referred to simply as "abnormal state", and the setting changeable state, the setting reference state, and the abnormal state are collectively referred to as "game stop state". In contrast, the state of the gaming machine 100 when the power is turned on while the RAM clear switch 307 is turned on after the setting change process is completed (i.e., the RAM clear process is simply executed), and the state of the gaming machine 100 when the power is turned on without turning on the RAM clear switch 307 after the setting change process is completed (i.e., the power is simply restored) are referred to as "playable state".
[0177] In the game stop state, the derivation of the base ratio is also suspended, so even if a game ball is shot, the payout number or the number of balls out by that game ball will not be changed. Also, in the game stop state, instead of the base ratio, the performance display monitor 304 displays the cause of the game stop state as shown in Figures 19(a) to (c).
[0178] 19(a) shows the display state of the performance display monitor 304 while the settings are being changed. As shown in this figure, the performance display monitor 304 displays an identifier "rn.-" indicating that the settings are being changed in seven segments 304a, 304b, and 304c, and the setting value being set ("6" in the figure) is displayed in seven segments 304d. Then, when the setting change switch (RAM clear switch) 307 is turned on, the changed setting value is updated and displayed in seven segments 304d.
[0179] 19(b) shows the display state of the performance display monitor 304 while the settings are being referenced. As shown in this figure, the performance display monitor 304 displays an identifier "rn." indicating that the settings are being referenced in seven segments 304a, 304b, and 304c, and also displays the setting value being set ("6" in the figure) in seven segments 304d.
[0180] 19(c) shows the display state of the performance display monitor 304 during an abnormal state. As shown in this figure, the performance display monitor 304 displays an identifier "Er." indicating that the error is occurring in seven segments 304a and 304b, and also displays a value indicating the identification code of the error that has occurred ("1" in the figure) in seven segments 304c and 304d. Note that as values indicating the error identification code, "1" is associated with a setting abnormal state, "2" is associated with a RAM abnormal state, and "3" is associated with a backup abnormal state.
[0181] In this manner, in this embodiment, when the gaming machine 100 is in a game stop state (setting changeable state, setting reference state, and abnormal state), the progress of the game is stopped, so that it is possible to prevent fraudulent acts and malfunctions. Also, since derivation of the base ratio is stopped during the game stop state, it is possible to prevent erroneous derivation of the base ratio due to fraudulent acts or malfunctions. Furthermore, since a display based on the cause of the game stop state is made on the performance display monitor 304, it is not necessary to provide a separate display for referring to the setting value or error, and the structure can be simplified.
[0182] In this embodiment, the main control board 300 controls a gaming machine state flag to determine whether the gaming machine 100 is in a playable state or a game stopped state. The gaming machine state flag is stored in the main RAM 300c of the main control board 300.
[0183] Specifically, the main CPU 300a of the main control board 300 sets the gaming machine status flag to any value from "0" to "5" depending on the state of the gaming machine 100 when the power is turned on and while a game is in progress during CPU initialization processing, which will be described later. Fig. 20 is a diagram showing the gaming machine status flag, the state of the gaming machine 100 corresponding to the value of the gaming machine status flag, and the contents of that state. Note that the state of the gaming machine 100 and the contents of that state have already been described, so their description will be omitted.
[0184] As shown in Fig. 20, the value "0" of the gaming machine state flag is associated with the playable state, the value "1" of the gaming machine state flag is associated with the setting changeable state, the value "2" of the gaming machine state flag is associated with the setting reference state, the value "3" of the gaming machine state flag is associated with the setting abnormal state, the value "4" of the gaming machine state flag is associated with the RAM abnormal state, and the value "5" of the gaming machine state flag is associated with the backup abnormal state. Thus, when the power is turned on, the main CPU300a sets the value of the gaming machine state flag to "0" if the state of the gaming machine 100 is playable, sets the value of the gaming machine state flag to "1" if the state is the setting changeable state, sets the value of the gaming machine state flag to "2" if the state is the setting reference state, sets the value of the gaming machine state flag to "4" if the state is the RAM abnormal state, and sets the value of the gaming machine state flag to "5" if the state is the backup abnormal state. Also, if the state of the gaming machine 100 becomes an abnormal setting state while a game is in progress, the value of the gaming machine state flag is set to "3." In this way, the main CPU 300a grasps and stores the state of the gaming machine 100 when the power is turned on and while a game is in progress. Then, the main CPU 300a transmits a power-on gaming machine state designation command according to the value of the gaming machine state flag (the state of the gaming machine 100) when the power is turned on.
[0185] Furthermore, in this embodiment, the main control board 300 is configured to be able to determine when the various errors described above (e.g., a door open error, etc.) have occurred, primarily as a measure against fraudulent activity during gameplay. When any of the various errors occurs, gameplay can be continued without stopping its progress, unlike when an abnormal setting state occurs.
[0186] Fig. 21 is a diagram showing the power-on gaming machine state designation command and the power-on subcommand group and the contents of these commands. As shown in Fig. 21, the power-on gaming machine state designation command includes multiple types of commands according to the state of the gaming machine 100 when the power is turned on.
[0187] Specifically, these multiple types of commands include a RAM clear designation command which specifies that a RAM clear process has been performed, a setting change designation command which specifies that a setting change is being made, a power restoration designation command which specifies that power has been restored, a setting change return designation command which specifies that a setting change is being made again when power is turned back on if a setting change was being made when the power was cut off, a setting reference return designation command which specifies that a setting reference is being made, a setting abnormality error designation command which indicates that a setting abnormality error has occurred, a RAM abnormality error designation command which indicates that a RAM abnormality error has occurred, and a backup abnormality error designation command which indicates that a backup abnormality error has occurred.
[0188] In the figure, the notation "if RAM clear" is used to indicate that the RAM clear designation command and the setting change designation command are commands that are sent when power is turned on with at least the RAM clear switch 307 on. Also, the notation "if power is restored" is used to indicate that the power restoration designation command, the setting change restoration designation command, and the setting reference restoration designation command are commands that are sent when power is turned on with at least the RAM clear switch 307 off.
[0189] In this way, the main CPU 300a sends a power-on gaming machine state designation command to the sub-control board 330 in accordance with the state of the gaming machine 100 at the time the power is turned on, so that the sub-control board 330 can accurately grasp the state of the gaming machine 100 at the time the power is turned on.
[0190] In this embodiment, if a predetermined condition is met when the power is turned on, the main CPU 300a transmits a power-on sub-command group to the sub-control board 330. As shown in Fig. 21, the power-on sub-command group is a command necessary for the performance after the power is supplied as described above, and includes a plurality of types of commands.
[0191] Specifically, the multiple types of commands include a spec code designation command that designates the spec code and game state of the gaming machine 100, a launch position designation command that designates the hitting method (left hit or right hit), a special symbol 1 pattern confirmation designation command that designates information on the special symbol related to the active special symbol 1, a special symbol 2 pattern confirmation designation command that designates information on the special symbol related to the active special symbol 2, a setting value designation command that designates a setting value set in the gaming machine 100, a special symbol 1 reserve designation command that designates the number of special symbols reserved to be displayed on the performance display device 200, a special symbol 2 reserve designation command that designates the number of special symbols reserved to be displayed on the performance display device 200, a time-saving number A designation command that designates the remaining number of time-saving times, a special number A designation command that designates the remaining number of special times, a power-on special phase designation command that designates the game phase of the special symbol, and a customer waiting designation command that designates the display of a demo screen on the performance display device 200. Note that the above commands are merely examples and can be changed as appropriate according to the specifications of the gaming machine 100.
[0192] The effect after power supply refers to the screen display displayed on the effect display unit 200a based on the power-on subcommand group as shown in Fig. 21, and the sound output and LED emission mode corresponding to this screen display. For example, the above screen display includes a screen display consisting of a display corresponding to the state of the special symbol (waiting for a change, during a big win, etc.), a reserved display (display of a reserved icon according to the reserved number specified by the command), a display of the number of time-saving times during the time-saving game state, a display corresponding to the performance stage (including a specific background display and stage display), a display of instructions on how to play, etc.
[0193] In this way, when a predetermined condition is met when the main control board 300 is turned on, it transmits a group of power-on sub-commands including multiple types of commands all at once to the sub-control board 330, thereby enabling the sub-control board 330 to accurately grasp at once the performance content to be executed when the power is turned on.
[0194] Particularly in this embodiment, the sub-control board 330 stores information related to the setting value designation command transmitted from the main control board 300 in the sub-RAM 330c, and grasps the currently set setting value. Then, the sub-control board 330 is configured to execute a setting suggestion effect suggesting this setting value on the effect device based on the information related to the setting value thus stored.
[0195] For example, when the special symbol (first special symbol or second special symbol) is changing, the sub-control board 330 controls the performance display device 200 to display an image corresponding to the set value on the performance display unit 200a. As an example, the sub-control board 330 controls the performance display device 200 to display a background image with a different color pattern according to the set value on the performance display unit 200a while the special symbol is changing. This makes it possible to suggest the set value to the player.
[0196] Also, for example, during a jackpot, the sub-control board 330 controls the performance display device 200 to display an image corresponding to the setting value on the performance display unit 200a. As an example, the sub-control board 330 controls the performance display device 200 to display an image including different characters according to the setting value on the performance display unit 200a in an ending performance during a jackpot. This also makes it possible to suggest the setting value to the player. In addition to the above configuration, such a setting suggestion performance may be performed in an opening performance or a round performance during a jackpot. Also, such a setting suggestion performance may be performed in more than one of the opening performance, the round performance, and the ending performance.
[0197] The transmission process of the power-on gaming machine state designation command and the power-on subcommand group will be described in detail later. When the gaming machine 100 is in a game-stopped state (setting changeable state, setting reference state, and abnormal state) at the time of power-on, the main CPU 300a does not transmit the power-on subcommand group to the sub-control board 330 until the setting-related process is completed. That is, when the gaming machine 100 is in a game-stopped state at the time of power-on, the main CPU 300a transmits the power-on subcommand group after the setting-related process is completed. On the other hand, when the gaming machine 100 is in a game-stopped state at the time of power-on, the main CPU 300a transmits the power-on gaming machine state designation command to the sub-control board 330 before the setting-related process is completed, even if the gaming machine 100 is in a game-stopped state.
[0198] Next, the main processing of the main control board 300 that accompanies the progress of a game in the gaming machine 100 will be described with reference to a flowchart.
[0199] (CPU initialization process of main control board 300) FIG. 22 is a flow chart for explaining the CPU initialization process (S100) in the main control board 300. When the power is turned on to the gaming machine 100, the main CPU 300a in the main control board 300 starts the CPU initialization process. The CPU initialization process is a process for preparing the initial state of the gaming machine 100 by recovering the gaming state (so-called power recovery) based on the backup information saved at the time of the previous power cut, or conversely, clearing the backup information. In addition, the CPU initialization process is positioned as a main process (main control program) for ensuring stable gaming operation of the gaming machine 100 after adjusting the initial state. Note that, hereinafter, a process up to the transition to the main loop process waiting for the occurrence of a timer interrupt process described later will be explained.
[0200] (Step S100-1) The main CPU 300a performs initial settings of the built-in registers.
[0201] (Step S100-3) The main CPU 300a waits for the power supplied to the gaming machine 100 to stabilize, and also waits for the sub-control board 330 to start up. In this case, the main CPU 300a performs a wait process for 3.1 seconds. If a power-off warning signal is turned on during this wait process, the main CPU 300a performs this wait process again. Note that the main control board 300 is provided with a power-off detection circuit, and when the power supply voltage falls below a predetermined value, the power-off warning signal is output from the power detection circuit.
[0202] (Step S100-5) The main CPU 300a executes a process to permit access to the main RAM 300c. Specifically, the main CPU 300a resets the RAM protect setting value of the work area to (00H). As a result, access to the work area of the main RAM 300c is permitted thereafter.
[0203] (Step S100-7) The main CPU 300a loads the gaming machine status flag stored in the main RAM 300c into the D register. This allows the gaming machine status flag corresponding to the status of the gaming machine 100 at the time of the previous power cut to be read, making it possible to check the status of the gaming machine 100. Note that the gaming machine 100 is configured such that even if the power is cut off, the information related to the gaming machine status flag at the time of power cut is stored in the main RAM 300c.
[0204] (Step S100-9) The main CPU 300a checks whether the backup flag indicating that the backup is valid and the checksum for checking the reliability of the data are normal. If it is determined that the backup flag and checksum are normal, the process proceeds to step S100-11. On the other hand, if it is not determined that the backup flag and checksum are normal, the process proceeds to step S100-21.
[0205] (Step S100-11) The main CPU 300a sets an address that does not include a setting value or a gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0206] (Step S100-13) The main CPU 300a checks whether the RAM clear switch 307 was on when the power was turned on. If it is found that the RAM clear switch 307 was on, the process proceeds to step S100-27 (intra-page connector 1→1). On the other hand, if it is not found that the RAM clear switch 307 was on, the process proceeds to step S100-15.
[0207] (Step S100-15) The main CPU 300a checks whether or not the playable state is set in the D register, the setting key switch 308 is turned on, and the gaming machine 100 is in the middle frame open state. Here, the playable state is set in the D register when the value of the gaming machine state flag loaded in step S100-7 is "0", which corresponds to the state of the gaming machine 100 being playable at the time of the previous power cut.
[0208] As a result, if it is confirmed that the playable state is set in the D register, the setting key switch 308 is turned on, and the gaming machine 100 is in the middle frame open state, the process proceeds to step S100-17. In this way, if the state of the gaming machine 100 was playable at the time of the previous power off, and the power is turned on so as to satisfy the setting reference condition, the process proceeds to step S100-17. On the other hand, if it is not confirmed that the playable state is set in the D register, the setting key switch 308 is turned on, and the middle frame open state, the process proceeds to step S100-19.
[0209] Here, if the state of the gaming machine 100 was abnormal (the gaming machine status flag value was any of "3" to "5") at the time of the previous power cut, the result is No in step S100-15. Therefore, the process proceeds to step S100-19 without performing the process of step S100-17. That is, the value of the gaming machine status flag is not updated to "2" in step S100-17 described later, and the process proceeds to step S100-19 while the gaming machine status flag is maintained at any of the values "3" to "5."
[0210] (Step S100-17) The main CPU 300a sets the gaming machine state flag of the main RAM 300c to the setting reference state (the value of the gaming machine state flag is "2"). In this way, the main CPU 300a determines that the gaming machine 100 is in the setting reference state if the RAM clear switch 307 is not turned on (No in S100-13), the state of the gaming machine 100 at the time of the previous power cut was playable, the setting key switch 308 is turned on, and the middle frame is open (Yes in S100-15).
[0211] (Step S100-19) The main CPU 300a executes initialization processing when the power is restored. Specifically, the main CPU 300a sets a power restoration command, clears the storage contents of a partial area of the main RAM 300c, and moves the process to step S100-45 (intra-page connector 2→2). The partial area of the main RAM 300c is the memory area to be cleared when the power is restored.
[0212] (Step S100-21) The main CPU 300a sets the backup abnormal state (the value of the gaming machine state flag is set to "5") in the D register. That is, the main CPU 300a recognizes that the state of the gaming machine 100 is the backup abnormal state.
[0213] (Step S100-23) The main CPU 300a executes a read / write check of the unused area of the main RAM 300c, and also executes a clear.
[0214] (Step S100-25) The main CPU 300a sets an address including the setting value and the gaming machine status flag as the clear start address of the main RAM 300c, and moves the process to step S100-27 (intra-page connector 1→1).
[0215] (Step S100-27) The main CPU 300a executes a read / write check of the main RAM 300c in the used area while clearing it. If the answer is Yes in step S100-13 (if the RAM clear switch 307 is on), and processing is shifted to step S100-27, a read / write check and clearing will be performed on the used area that does not include information on the set value and the gaming machine status flag. On the other hand, if processing is shifted to step S100-27 after processing of step S100-25, a read / write check and clearing will also be performed on the used area that includes information on the set value and the gaming machine status flag.
[0216] (Step S100-29) The main CPU 300a checks whether the result of the read / write check is normal. If it is determined that the result of the read / write check is normal, the process proceeds to step S100-33. On the other hand, if it is not determined that the result of the read / write check is normal, the process proceeds to step S100-31.
[0217] (Step S100-31) The main CPU 300a sets the RAM abnormal state (the value of the gaming machine state flag is set to "4") in the D register. That is, the main CPU 300a recognizes that the state of the gaming machine 100 is the RAM abnormal state.
[0218] (Step S100-33) The main CPU 300a checks whether the setting reference state (the gaming machine state flag value is "2") is set in the D register. As a result, if it is confirmed that the setting reference state is set in the D register, the process proceeds to step S100-35. Here, the setting reference state is set in the D register when the gaming machine state flag value loaded in step S100-7 is "2", which corresponds to the state of the gaming machine 100 at the time of the previous power cutoff being the setting reference state.
[0219] On the other hand, if it cannot be confirmed that the setting reference state is set in the D register, the process proceeds to step S100-37. Here, a case where it cannot be confirmed that the setting reference state is set in the D register corresponds to a case where the state of the gaming machine 100 was a playable state, a setting changeable state, or an abnormal state at the time of the previous power cut, or a case where a backup abnormal state was set in the D register in step S100-21.
[0220] (Step S100-35) The main CPU 300a sets the D register to a playable state (the value of the gaming machine state flag is set to "0"). That is, if the state of the gaming machine 100 was the setting reference state at the time of the previous power cut, the main CPU 300a temporarily updates the value of the gaming machine state flag to "0" in step S100-35.
[0221] (Step S100-37) The main CPU 300a checks whether the setting change conditions are met (whether the power is turned on while the RAM clear switch 307 is turned on, with the gaming machine 100 in the middle frame open state and the setting key switch 308 turned on). If it is confirmed that the setting change conditions are met, the process proceeds to step S100-39. On the other hand, if it is not confirmed that the setting change conditions are met, the process proceeds to step S100-41.
[0222] (Step S100-39) The main CPU 300a sets the setting changeable state (the value of the gaming machine state flag to "1") in the D register. In this way, when the power is turned on so as to satisfy the setting change condition (Yes in S100-37), the main CPU 300a always sets the value of the gaming machine state flag to "1" in the processing of step S100-39, and grasps that the setting is changeable.
[0223] (Step S100-41) The main CPU 300a saves the value of the D register in the gaming machine status flag of the main RAM 300c. Here, if the setting change condition is not satisfied (No in S100-37), the value of the gaming machine status flag that was set immediately before the process was moved to step S100-37 (S100-33 or S100-35) is stored as it is in the main RAM 300c. For example, if the value of the gaming machine status flag is any value of "3" to "5" (abnormal state) immediately before the process was moved to step S100-37 (after the process of S100-33), the gaming machine status flag is maintained as it is and stored. On the other hand, if the setting change condition is satisfied (Yes in S100-37), the setting is always changed (S100-39), and the value of the gaming machine status flag ("1") is stored.
[0224] Also, in this embodiment, within the CPU initialization process, the process of saving and storing the value of the gaming machine status flag stored in the D register in the main RAM 300c is executed only once in the process of step S100-41, so that the gaming machine status flag is not stored in the main RAM 300c every time the value of the gaming machine status flag set in the D register changes.
[0225] (Step S100-43) The main CPU 300a executes an initialization process when the RAM is cleared. In this embodiment, the main CPU 300a sets the timer value of the timer for the security signal output when the RAM is cleared (when the RAM clear process is executed) to an initial value of "32". This allows the security signal to be output only for 128 ms when the RAM is cleared (details will be described later). In addition, in this initialization process, for example, a RAM clear designation command is set, and display settings when the RAM is cleared, including display of special and normal symbols when they are not winning, are performed.
[0226] (Step S100-45) The main CPU 300a executes common processes when clearing the RAM and when the power is restored. Specifically, the main CPU 300a calls the port input process and sets the initial value of the input port state flag.
[0227] (Step S100-47) The main CPU 300a executes an initial display time setting process, specifically, sets an initial display timer for the performance display monitor 304.
[0228] (Step S100-49) The main CPU 300a sets the power-on gaming machine state designation command in the transmission buffer according to the value of the gaming machine state flag when processing step S100-49. In this way, the power-on gaming machine state designation command is always set in step S100-49 according to the state of the gaming machine 100 when the power is turned on.
[0229] (Step S100-51) The main CPU 300a checks whether the gaming machine status flag in the main RAM 300c is in a playable state. If it is determined that the gaming machine status flag is in a playable state, the process proceeds to step S100-53. On the other hand, if it is not determined that the gaming machine status flag is in a playable state, the process proceeds to step S100-55.
[0230] (Step S100-53) The main CPU 300a sets the power-on subcommand group in the transmission buffer. In this way, the main CPU 300a sets the power-on subcommand group before the transition to the main loop process executed after the CPU initialization process only when the gaming machine state flag is in a playable state (the value of the gaming machine state flag is "0"). That is, the main CPU 300a does not set the power-on subcommand group before the transition to the main loop process executed after the CPU initialization process when the gaming machine state flag is in a setting changeable state (the value of the gaming machine state flag is "1"), the gaming machine state flag is in a setting reference state (the value of the gaming machine state flag is "2"), and the gaming machine state flag is in an abnormal state (the value of the gaming machine state flag is any value from "3" to "5") (when the gaming machine state flag is in a stopped state). Then, as described later, when the power-on subcommand group has not been set in this way (No in S100-51), the power-on subcommand group is set when a predetermined condition is satisfied after the transition to the main loop process.
[0231] (Step S100-55) The main CPU 300a sets the timer interrupt period (4 ms in this embodiment).
[0232] When the above processes are executed in the CPU initialization process, the main CPU 300a executes a main loop process (S110). In this main loop process, a plurality of predetermined processes are repeatedly executed as long as the power supply to the gaming machine 100 is maintained.
[0233] In the CPU initialization process, if the value of the gaming machine status flag in the processing of step S100-15 is any value from "3" to "5" (No in S100-15), the value of the gaming machine status flag at that time is maintained, and the process proceeds to processing of step S100-19, and the processes of steps S100-45 to S100-55 are then executed sequentially.
[0234] Furthermore, if the value of the gaming machine status flag is any of "3" to "5" in the processing of step S100-33 (No in S100-33), and the setting change condition is not satisfied in the processing of S100-37 (No in S100-37), the value of the gaming machine status flag at that time is maintained, and the processing of steps S100-41 to S100-55 is executed sequentially.
[0235] In this way, if the gaming machine 100 was in an abnormal state at the time of the previous power cut, unless the power is turned on to satisfy the setting change condition, the gaming machine state flag value will be maintained at any value of "3" to "5" (abnormal state) and the process will proceed to the main loop process. Therefore, as described later, in this case, it will be impossible to proceed to the setting-related process within the timer interrupt process in the main loop process.
[0236] On the other hand, if the value of the gaming machine status flag is any one of "3" to "5" in the process of step S100-33 (No in S100-33), and if the setting change condition is satisfied in the process of S100-37 (Yes in S100-37), the value of the gaming machine status flag is updated to "1" and stored in the main RAM 300c (S100-39 and S100-41), and the processes of steps S100-43 to S100-55 are executed in sequence. In this way, if the state of the gaming machine 100 was abnormal at the time of the previous power cut, the value of the gaming machine status flag is always updated to "1" (setting changeable state) and the process proceeds to the main loop process as long as the power is turned on so as to satisfy the setting change condition. Therefore, as will be described later, in this case, it becomes possible to transition to setting-related processing within the timer interrupt processing in the main loop processing.
[0237] FIG. 23 is a flowchart for explaining the main loop process (S110).
[0238] (Step S110-1) The main CPU 300a performs processing to disable interrupts.
[0239] (Step S110-3) The main CPU300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is for determining the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number-1 by the updating process of the winning symbol random number (S200-19 in FIG. 25) described later, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.
[0240] (Step S110-5) The main CPU 300a analyzes the received data (main commands) received from the dispensing control board 310, and executes various processes according to the received data.
[0241] (Step S110-7) The main CPU 300a performs processing for transmitting the sub-commands stored in the transmission buffer to the sub-control board 330. For example, a power-on gaming machine state designation command set in step S100-49 (see FIG. 22) of the CPU initialization processing (S100), a power-on sub-command group set in step S100-53 (see FIG. 22) of the CPU initialization processing and in the setting-related processing (see FIG. 25), a priority notification error command and an illegal play detection command (see FIG. 57) to be described later, and the like are transmitted.
[0242] (Step S110-9) The main CPU 300a performs processing for permitting an interrupt.
[0243] (Step S110-11) The main CPU300a updates the reach group determining random number, the reach mode determining random number, and the variation pattern random number, and thereafter repeats the process from step S110-1. The random numbers updated in this process are not related to the type of winning (winning type). This series of processes (S110-1 to S110-11) in the main loop process is performed in the remaining time when an interrupt process that occurs during the execution of the main loop process is executed. Hereinafter, the reach group determining random number, the reach mode determining random number, and the variation pattern random number for determining the variation presentation pattern are collectively referred to as "variable presentation random numbers".
[0244] Next, a description will be given of interrupt processing in the main control board 300. In the following, first, the timer interrupt processing will be described, and then the power-off save processing (XINT interrupt processing) will be described.
[0245] (Timer interrupt processing of main control board 300) Fig. 24 is a flowchart explaining the timer interrupt processing in the main control board 300. The main control board 300 is provided with a reset clock pulse generating circuit that generates a clock pulse at a predetermined cycle (4 ms in this embodiment). When a clock pulse is generated by the reset clock pulse generating circuit, it interrupts the interrupt permission period (S110-11 in Fig. 23) in the main loop processing (S110) and executes the following timer interrupt processing (S200).
[0246] (Step S200-1) The main CPU 300a executes a register save process for saving the contents of the register.
[0247] (Step S200-3) The main CPU 300a executes an interrupt flag initialization process. In this process, a process for clearing (=0) the timer interrupt flag is executed. The reason for clearing the timer interrupt flag is that a timer interrupt occurs at a predetermined timer interrupt period, and the timer interrupt flag is set (=1) at the predetermined timer interrupt period. Note that when the timer interrupt flag is set, the occurrence of a timer interrupt is not permitted.
[0248] (Step S200-5) The main CPU 300a outputs the common data set in the common output buffer to the output port, and executes dynamic port output processing that controls the lighting of the main display devices (each of the display devices 160 to 172) and the performance display monitor 304. This common data is set in an LED display setting process in step S200-31 and a performance display monitor control process in step S200-41, which will be described later.
[0249] Specifically, when data to be displayed on the main display and display data (data for displaying base ratio) related to the base ratio to be displayed on the performance display monitor 304 are set (when the game is playable), the main CPU 300a displays the main display according to the game status and displays the base on the performance display monitor 304. When display data (data for displaying set value) related to the set value changed in the setting changeable state is set (when the setting is changeable), the changed set value is displayed on the performance display monitor 304. When display data (data for displaying set value) related to the set value referred to in the setting reference state is set (when the setting reference state), the set value being referred to is displayed. When data related to an error code corresponding to various abnormal states is set (when the game is in an abnormal state), an error code corresponding to the abnormal state (setting abnormal state, RAM abnormal state, backup abnormal state) is displayed on the performance display monitor 304. When the game is stopped (setting changeable state, setting reference state, abnormal state), the main CPU 300a turns off all the main display.
[0250] (Step S200-7) The main CPU 300a reads various types of input port information and executes port input processing to accurately obtain the latest switch states.
[0251] (Step S200-9) The main CPU 300a loads the gaming machine status flags from the main RAM 300c.
[0252] (Step S200-11) The main CPU 300a checks whether the gaming machine status flag is in a playable state (the value of the gaming machine status flag is "0"). As a result, if it is confirmed that the gaming machine status flag is in a playable state, the process proceeds to step S200-15. In this case, the state of the gaming machine 100 at the time of power-on is in a playable state, and the main CPU 300a sequentially executes the big role lottery, the normal lottery, and various processes in the case of winning these lotteries (S200-15 to S200-27) (hereinafter referred to as "various processes related to game progress"). Therefore, the progress of the game is not stopped and normal game can be progressed. On the other hand, if it cannot be confirmed that the gaming machine status flag is in a playable state, the process proceeds to step S200-13. Note that the above "normal game" means the operation when the gaming machine 100 is in a playable state.
[0253] (Step S200-13) The main CPU300a checks whether the gaming machine status flag is in an abnormal state (the value of the gaming machine status flag is any value from "3" to "5"). As a result, if it is confirmed that the gaming machine status flag is in an abnormal state, the process proceeds to step S200-29 (connector 3 in page→3). In this case, since the state of the gaming machine 100 at the time of power-on is in an abnormal state, the main CPU300a does not execute various processes related to the progress of the game (S200-15 to S200-27), forcibly stops the progress of the game, and does not allow the normal game to proceed. On the other hand, if it cannot be confirmed that the gaming machine status flag is in an abnormal state, the process proceeds to step S300. In this case, it indicates that the process can be transferred to step S300 only when the gaming machine status flag is in any value of "1" (setting changeable state) and "2" (setting reference state).
[0254] As described above, if the state of the gaming machine 100 was abnormal when the power was last shut off, when the power is turned on to satisfy the setting change condition, the value of the gaming machine state flag is set to "1" (setting changeable state) in the CPU initialization process and the process proceeds to the main loop process, so that the process can be moved to step S300 by the process of step S200-13 in the timer interrupt process (S200). On the other hand, if the state of the gaming machine 100 was abnormal when the power was last shut off, when the power is turned on without satisfying the setting change condition, the value of the gaming machine state flag is maintained at any one of "3" to "5" (abnormal state) in the CPU initialization process and the process proceeds to the main loop process, so that the process of step S200-13 cannot be moved to step S300.
[0255] (Step S300) The main CPU 300a executes setting-related processing. Here, the main CPU 300a executes either a setting change processing or a setting reference processing according to the value of the gaming machine status flag. Details of this setting-related processing will be described later. When this setting-related processing ends, the main CPU 300a proceeds to an external information management processing (S200-29) that manages external information (connector 3->3 in the page). In this case, similar to when the gaming machine 100 is in an abnormal state (Yes in S200-13), the main CPU 300a does not execute various processes related to the progress of the game (S200-15 to S200-27), forcibly stops the game, and does not allow the normal game to proceed.
[0256] (Step S200-15) The main CPU 300a performs a timer update process to update various timer counters. Here, unless otherwise specified, the various timer counters are configured to subtract various timers for external information (e.g., a security signal timer) and various timers used to progress the game (timers that manage the variation and stop times of the patterns, the opening and closing times of the electric role objects, etc.) every time the main control board 300 performs a timer interrupt process, and the subtraction stops when the timer values of these timers become "0."
[0257] (Step S200-17) The main CPU 300a executes the update process of the initial value update random number for the winning symbol random number, similar to the above step S110-3 (see FIG. 23) of the main loop process. Note that the reason for executing the process similar to the above step S110-3 is to improve randomness by shuffling the initial value update random number for the winning symbol random number.
[0258] (Step S200-19) The main CPU 300a performs a process to update the winning symbol random number. Specifically, the random number counter is updated by adding "1", and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and if the random number counter has completed one cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0259] Although detailed explanation will be omitted, in this embodiment, the jackpot determination random number and the win determination random number use hardware random numbers updated by a hardware random number generator built into the main control board 300. The hardware random number generator updates both the jackpot determination random number and the win determination random number according to certain rules, automatically changing the random number sequence every time the random number sequence goes through one cycle, and changing the start value every time the system is reset.
[0260] (Step S500) The main CPU300a executes a switch management process to determine whether or not a signal has been input from the first start hole detection switch 120s, the second start hole detection switch 122s, or the gate detection switch 124s. Then, the main CPU300a executes a process according to an event that has occurred during a game depending on the result of this determination. For example, if a signal has been input from the first start hole detection switch 120s or the second start hole detection switch 122s, it is determined that an event that will trigger the execution of a big prize lottery has occurred, and if a signal has been input from the gate detection switch 124s, it is determined that an event that will trigger the execution of a regular prize lottery has occurred.
[0261] (Step S600) The main CPU 300a executes a special game management process for controlling the progress of the special game. In the special game management process, the main CPU 300a controls the execution of a lottery for a big role, determines the variable display and the stop display by the first special symbol display device 160 and the second special symbol display device 162, and controls the operation of the opening and closing door 128b according to the display result. The details of the special game management process will be described later.
[0262] (Step S700) The main CPU 300a executes a normal game management process for controlling the progress of the normal game. In the normal game management process, the main CPU 300a controls the execution of a normal symbol lottery, determines the variable display and stop display by the normal symbol display device 168, and controls the operation of the movable piece 122b according to the display result. The details of this normal game management process will be described later.
[0263] (Step S200-21) The main CPU 300a executes a state management process for determining whether a magnetic error or the like has occurred and for setting according to the error determination result. The main CPU 300a also sets the value of a game state flag in the main RAM 300c according to the current game state.
[0264] (Step S200-23) The main CPU 300a checks the general winning hole detection switch 118s, the first start hole detection switch 120s, the second start hole detection switch 122s, and the special winning hole detection switch 128s, and executes a winning hole switch process for incrementing the corresponding counter for controlling the winning balls. In addition, the main CPU 300a executes an illegal play detection process for detecting illegal play, which will be described in detail later. Depending on the result of this illegal play detection process, the sub-control board 330 executes an illegal play notification process (which will be described in detail later).
[0265] (Step S200-25) The main CPU 300a executes a payout control management process for creating and transmitting a payout number designation command based on the counter value of the counter for controlling the winning balls set in the above step S200-23.
[0266] (Step S200-27) The main CPU 300a executes a launch position designation management process for managing the designation of the launch position. Specifically, when the current game state is a normal game state or a potential game state, the main CPU 300a issues an instruction to hit to the left, cancels the instruction to hit to the left and issues an instruction to hit to the right when a big role game starts, or cancels the instruction to hit to the right and issues an instruction to hit to the left when a time-saving game state ends.
[0267] Thus, in this embodiment, in the timer interrupt process, the main CPU 300a judges whether the gaming machine status flag is in a playable state (step S200-11), and performs a process of branching whether to execute various processes related to the progress of the game (S200-15 to S200-27). Specifically, when the gaming machine status flag is in a playable state (Yes in S200-11), the main CPU 300a branches the process to execute various processes related to the progress of the game and progresses the game (progresses the normal game). On the other hand, when the gaming machine status flag is not in a playable state (setting changeable state, setting reference state, or abnormal state) (No in S200-11), the process branches so as not to execute various processes related to the progress of the game, and stops the progress of the game (does not progress the normal game). In particular, if the gaming machine status flag is in an abnormal state (No in S200-11 and Yes in S200-13), after the processing of step S200-13, the process immediately transitions to external information management processing (S200-29) (intra-page connector 3→3), and if the gaming machine status flag is in a setting changeable state or a setting reference state (No in S200-11 and No in S200-13), the process transitions to external information management processing after executing setting-related processing (S300) (intra-page connector 3→3).In this way, when the gaming machine 100 is in a game stop state, the execution of various processes related to game progress is restricted to realize the game stop state.
[0268] (Step S200-29) The main CPU 300a executes an external information management process for setting external information output data to be output from the game information output terminal board 312 to the outside.
[0269] (Step S200-31) The main CPU 300a executes an LED display setting process for setting common data for controlling the lighting of the main display devices (the display devices 160 to 172) and various display devices (LEDs) of the performance display monitor 304 in a common output buffer.
[0270] At this time, the main CPU 300a checks the gaming machine status flag and sets various display data in the common output buffer according to the status of the gaming machine 100. Specifically, when the value of the gaming machine status flag is "0", the main CPU 300a sets data to be displayed on the main display according to the game situation. When the value of the gaming machine status flag is "1", the main CPU 300a checks the setting value buffer and sets display data (data for displaying setting value) related to the setting value changed in the setting changeable state. When the value of the gaming machine status flag is "2", the main CPU 300a checks the setting value buffer and sets display data (data for displaying setting value) related to the setting value referenced in the setting reference state. When the value of the gaming machine status flag is any value from "3" to "5", the main CPU 300a sets data related to error codes corresponding to various abnormal states to be displayed on the performance display monitor 304. In the dynamic port output process in step S200-3, the display on the performance display monitor 304 and the main display device is based on the various display data set in step S200-31.
[0271] (Step S200-33) The main CPU 300a executes a solenoid data setting process for setting data on the output of the normal electric accessory solenoid 122c and the special prize opening solenoid 128c according to the state of the gaming machine 100. Specifically, when the state of the gaming machine 100 is a game stop state (setting changeable state, setting reference state, and abnormal state), data is set so that the output of the normal electric accessory solenoid 122c and the special prize opening solenoid 128c is turned off. As a result, the movable piece 122b of the second start opening 122 is controlled to a closed state, making it impossible for a game ball to enter the second start opening 122, and the opening and closing door 128b of the special prize opening 128 is controlled to be closed, making it impossible for a game ball to enter the special prize opening 128. Therefore, it is possible to realize a mode in which it is difficult to commit fraud such as inserting a fraudulent member into the second start opening 122 and the special prize opening 128 during a game stop state. On the other hand, when the gaming machine 100 is in a playable state, data is set to turn on or off the output of the normal electric accessory solenoid 122c and the big prize hole solenoid 128c depending on the gaming situation. This allows or prevents the game ball from winning the second start hole 122 and the big prize hole 128 depending on the gaming situation.
[0272] (Step S200-35) The main CPU 300a executes a port output process for outputting values stored in each output port buffer to the output port. Specifically, the main CPU 300a refers to the external information output data saved in the output port buffer in the external information management process (S200-29) and outputs the referred external information output data. In the port output process, the main CPU 300a also outputs the data set in the solenoid data setting process in the above step S200-33 to the outside of the main control board 300 through the output port.
[0273] (Step S200-37) The main CPU 300a performs processing to disable interrupts.
[0274] (Step S200-39) When testing the gaming machine 100, the main CPU 300a performs a test signal output process for outputting a test signal required for the test.
[0275] (Step S200-41) The main CPU 300a performs a base calculation process for deriving a base ratio to be displayed on the performance display monitor 304, and also executes a performance display monitor control process for setting display data (base ratio display data) relating to the base ratio derived by this process. In the dynamic port output process in step S200-5, the base display on the performance display monitor 304 is performed based on the base ratio display data set in step S200-41. At the end of the process in step S200-41, the main CPU 300a also performs a process for permitting an interrupt.
[0276] (Step S200-43) The main CPU 300a restores the registers and ends the timer interrupt process.
[0277] Next, among the above-mentioned timer interrupt processing, the setting related processing in step S300, the switch management processing in step S500, the special game management processing in step S600, and the normal game management processing in step S700 will be described in detail.
[0278] 25 is a flowchart explaining the setting-related processing (S300) in the main control board 300. As described above, the transition to this setting-related processing is limited to when the value of the gaming machine status flag is "1" (setting changeable state) or "2" (setting reference state).
[0279] (Step S300-1) The main CPU300a checks whether the gaming machine status flag is in the setting reference state (gaming machine status flag "2"). As a result, if it is confirmed that the gaming machine status flag is in the setting reference state, the process proceeds to step S300-15. On the other hand, if it is not confirmed that the gaming machine status flag is in the setting reference state, the process proceeds to step S300-3. In this case, the main CPU300a executes a setting reference process in which the setting value being set is displayed on the performance display monitor 304 and this setting value is referenced.
[0280] (Step S300-3) The main CPU 300a loads the setting value buffer.
[0281] (Step S300-5) The main CPU 300a checks whether the setting change switch (RAM clear switch) 307 has been turned on. If it is determined that the setting change switch 307 has been turned on, the process proceeds to step S300-7. On the other hand, if it is not determined that the setting change switch 307 has been turned on, the process proceeds to step S300-9.
[0282] (Step S300-7) The main CPU 300a executes the setting change process. In this case, the setting value being set is displayed on the performance display monitor 304, and "1" is added to the setting value being set each time the setting change switch 307 is turned on, thereby updating the setting value being set. If it cannot be confirmed in step S300-5 that the setting change switch 307 has been turned on, the process does not proceed to step S300-7, and the setting value being set remains displayed.
[0283] (Step S300-9) The main CPU 300a checks whether the set value changed in step S300-7 exceeds the upper limit. That is, in this embodiment, the upper limit of the set value is "6", so the main CPU 300a checks whether the set value changed in step S300-7 exceeds "6". If it is confirmed that the changed set value exceeds the upper limit, the process proceeds to step S300-11. On the other hand, if it is not confirmed that the changed set value exceeds the upper limit, the process proceeds to step S300-13.
[0284] (Step S300-11) The main CPU 300a returns the set value to "1." In this way, when the setting change process is executed, the set value is changed in the following order each time the setting change switch 307 is turned on: 1→2→3→4→5→6→1→... If the answer is No in step S300-9, the changed set value does not exceed the upper limit value, and the changed set value is adopted as is.
[0285] (Step S300-13) The main CPU 300a saves the setting value in a setting value buffer.
[0286] (Step S300-15) The main CPU300a checks whether the setting key switch 308 is turned on. As a result, when it is confirmed that the setting key switch 308 is turned on, the setting-related process is terminated. In this case, the main CPU300a transfers the process to step S200-29 (external information management process) in the timer interrupt process (see FIG. 24), and at this time, as described above, the execution of various processes (S200-15 to S200-27) related to the game progress in the timer interrupt process is restricted. Then, the main CPU300a sequentially executes the processes from step S200-29 onwards and terminates the current timer interrupt process. After that, in the next timer interrupt process performed 4 ms later, the gaming machine state flag has not changed from the previous value, so the process again shifts to the setting-related process, and the setting-related process continues. On the other hand, when it is not confirmed that the setting key switch 308 is turned on, the process is transferred to step S300-17. In this case, this means that the setting key switch 308 has been turned off, indicating that the setting change process or setting reference process has ended.
[0287] (Step S300-17) The main CPU 300a sets a setting-related end command. Specifically, when the setting change process is completed, a setting changeable state end command is set. On the other hand, when the setting reference process is completed, a setting reference end command is set.
[0288] (Step S300-19) The main CPU 300a sets the gaming machine state flag to a playable state. In this way, when the setting change process or the setting reference process is completed, the gaming machine 100 is in a playable state, and after the setting-related process is completed, the process from step S200-29 onwards in the timer interrupt process in Fig. 24 is executed in sequence, and the timer interrupt process is temporarily terminated. Then, since the gaming machine 100 is in a playable state, step S200-11 in the next timer interrupt process becomes Yes, and various processes related to the game progress in steps S200-15 to S200-27 are executed in sequence, so that the normal game can be progressed.
[0289] (Step S300-21) The main CPU 300a sets the timer value of the security signal timer at the end of the setting change process or the setting reference process to an initial value ("32"). This makes it possible to output a security signal not only during the setting change or setting reference process but also after these processes are completed, ensuring sufficient time for outputting a security signal based on the setting-related process.
[0290] (Step S300-23) The main CPU 300a sets the power-on subcommand group. In this way, when the main CPU 300a confirms that the setting key switch 308 is turned off (No in S300-15), the setting change process or setting reference process ends, the power-on subcommand group is set, and the power-on subcommand group is transmitted to the sub-control board 330 in the process (subcommand transmission process) of step S110-7 in the main loop process shown in Fig. 23. That is, in this embodiment, when the setting-related process is executed at power-on, the main CPU 300a transmits the power-on subcommand group to the sub-control board 330 after the setting-related process ends, and does not transmit the power-on subcommand group to the sub-control board 330 before the setting-related process ends.
[0291] FIG. 26 is a flowchart illustrating the switch management process (step S500) in the main control board 300.
[0292] (Step S500-1) The main CPU 300a judges whether the gate detection switch is ON, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned ON. If it is judged that the gate detection switch is ON, the process proceeds to step S510, and if it is judged that the gate detection switch is not ON, the process proceeds to step S500-3.
[0293] (Step S510) The main CPU 300a executes a gate passing process based on the passage of the gaming ball through the gate 124. The gate passing process will be described in detail later.
[0294] (Step S500-3) The main CPU 300a judges whether the first start hole detection switch is ON, that is, whether a game ball has entered the first start hole 120 and a detection signal has been input from the first start hole detection switch 120s. If it is judged that the first start hole detection switch is ON, the process proceeds to step S520, and if it is judged that the first start hole detection switch is not ON, the process proceeds to step S500-5.
[0295] (Step S520) The main CPU 300a executes a first start hole passing process based on the entry of the gaming ball into the first start hole 120. The first start hole passing process will be described in detail later.
[0296] (Step S500-5) The main CPU 300a judges whether the second start hole detection switch is ON, that is, whether a game ball has entered the second start hole 122 and a detection signal has been input from the second start hole detection switch 122s. If it is determined that the second start hole detection switch is ON, the process proceeds to step S530, and if it is determined that the second start hole detection switch is not ON, the process proceeds to step S500-7.
[0297] (Step S530) The main CPU 300a executes a second start hole passing process based on the entry of the gaming ball into the second start hole 122. The second start hole passing process will be described in detail later.
[0298] (Step S500-7) The main CPU 300a judges whether the time has come when the large prize opening detection switch is detected as ON, that is, whether a game ball has entered the large prize opening 128 and a detection signal has been input from the large prize opening detection switch 128s. If it is judged as a result that the time has come when the large prize opening detection switch is detected as ON, the process proceeds to step S500-9, and if it is judged as not being when the large prize opening detection switch is detected as ON, the switch management process is terminated.
[0299] (Step S500-9) The main CPU 300a judges whether or not a big prize game is currently being played, and judges whether or not the ball entered the big prize opening 128 properly. Here, it judges whether or not a special line illegal entry error, a big prize opening excessive entry error, or a big prize opening entry / exit mismatch error has occurred. Then, after these judgment processes, the big prize opening entry ball number counter is incremented by "1" and the switch management process (step S500) is terminated.
[0300] FIG. 27 is a flow chart illustrating the gate passage process in main control board 300 (step S510).
[0301] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generating unit.
[0302] (Step S510-3) The main CPU 300a judges whether the counter value of the normal pattern reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal pattern reserved ball counter is equal to or greater than 4. As a result, if it is judged that the counter value of the normal pattern reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is judged that the normal pattern reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.
[0303] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0304] (Step S510-7) The main CPU 300a determines which of the four storage units in the general reserve storage area is to be the target storage unit in which to save the acquired winning determination random number.
[0305] (Step S510-9) The main CPU 300a saves the winning determination random number obtained in the above step S510-1 in the target memory calculated in the above step S510-7.
[0306] (Step S510-11) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer, and terminates the gate passing process.
[0307] FIG. 28 is a flowchart illustrating the first start port passing process in the main control board 300 (step S520).
[0308] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is for identifying whether the reserved type is special 1 reserved or special 2 reserved, and the special symbol identification value (00H) indicates special 1 reserved, and the special symbol identification value (01H) indicates special 2 reserved.
[0309] (Step S520-3) The main CPU 300a sets the address of the special pattern 1 reserved ball count counter.
[0310] (Step S535) The main CPU300a executes the special symbol random number acquisition process and ends the first start port passing process. This special symbol random number acquisition process is executed using a module common to the second start port passing process (step S530). Therefore, the details of the special symbol random number acquisition process will be explained after the explanation of the second start port passing process.
[0311] FIG. 29 is a flowchart illustrating the second start port passing process in the main control board 300 (step S530).
[0312] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0313] (Step S530-3) The main CPU 300a sets the address of the special pattern 2 reserved ball count counter.
[0314] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.
[0315] (Step S530-5) The main CPU 300a loads the normal game management phase. The normal game management phase indicates the stage of the execution process of the normal game, that is, the progress of the normal game, and is updated according to the stage of the execution process of the normal game, which will be described in detail later.
[0316] (Step S530-7) The main CPU 300a judges whether the normal game management phase loaded in step S530-5 is "04H". The normal game management phase "04H" indicates that the normal electric role winning hole opening control process is in progress. In this normal electric role winning hole opening control process, the normal electric role solenoid 122c is energized and the movable piece 122b of the second start hole 122 is controlled to be in an open state, so here, it is judged whether the second start hole 122 is in a state in which it can be opened properly. As a result, if it is judged that the normal game management phase is not "04H", the second start hole passing process is terminated, and if it is judged that the normal game management phase is "04H", the process is transferred to step S530-9.
[0317] (Step S530-9) The main CPU 300a updates the counter value of the normal electric device winning ball number counter to a value obtained by adding "1" to the current counter value, and ends the second start port passing process.
[0318] 30 is a flowchart explaining the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is executed using a common module in the above-mentioned first start port passing process (step S520) and second start port passing process (step S530).
[0319] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0320] (Step S535-3) The main CPU 300a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in the above step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in the above step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved number, is loaded.
[0321] (Step S535-5) The main CPU 300a loads the jackpot determining random number updated by the hardware random number generating unit.
[0322] (Step S535-7) The main CPU 300a sets a start winning designation command, which indicates that a gaming ball has entered the first start hole 120 or the second start hole 122, in a transmission buffer.
[0323] (Step S535-9) The main CPU 300a judges whether the number of reserved balls of the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is judged to be equal to or greater than the upper limit, the process proceeds to step S535-21. If it is judged not to be equal to or greater than the upper limit, the process proceeds to step S535-11.
[0324] (Step S535-11) The main CPU 300a updates the counter value of the target special symbol reserved ball count counter to a value obtained by adding "1" to the current counter value.
[0325] (Step S535-13) The main CPU 300a calculates a target memory section among the memory sections of the special chart reservation memory area as a target for saving the acquired jackpot determination random number.
[0326] (Step S535-15) The main CPU 300a obtains the jackpot determination random number loaded in step S535-5, the winning pattern random number updated in step S400-13, the reach group determination random number, reach mode determination random number, and variation pattern random number updated in step S110-11, and stores them in the target memory unit calculated in step S535-13.
[0327] (Step S535-17) The main CPU 300a performs a special symbol reserved ball winning order setting process for updating and storing the winning order of the special 1 reserved and special 2 reserved balls stored in the special symbol reserved storage area.
[0328] (Step S536) The main CPU 300a executes an acquisition time effect determination process based on the various random numbers stored in the target storage unit in the above step S535-15. The acquisition time effect determination process will be described in detail later.
[0329] (Step S535-19) The main CPU 300a loads the counter values of the special pattern 1 reserved ball counter and the special pattern 2 reserved ball counter, and sets the special pattern reserved designation command in the transmission buffer. Here, the special pattern 1 reserved designation command is set based on the counter value of the special pattern 1 reserved ball counter (special 1 reserved number), and the special pattern 2 reserved designation command is set based on the counter value of the special pattern 2 reserved ball counter (special 2 reserved number). As a result, the special 1 reserved number and the special 2 reserved number are transmitted to the sub-control board 330 every time the special 1 reserved or special 2 reserved is stored.
[0330] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0331] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 and judges whether it is below the normal electric role winning opening control state (normal game management phase < 04H) described later. If it is judged to be below the normal electric role winning opening control state, the process proceeds to step S535-25, and if it is judged not to be below the normal electric role winning opening control state, the special symbol random number acquisition process is terminated.
[0332] (Step S535-25) The main CPU 300a executes a normal power illegal winning error process for determining whether or not a normal power illegal winning error has occurred, and ends the special symbol random number acquisition process (step S535).
[0333] FIG. 31 is a flowchart illustrating the performance determination process at acquisition time in main control board 300 (step S536).
[0334] (Step S536-1) The main CPU 300a resets (to 0) a counter value (j) of a probability state identification counter that identifies whether the game state is a low-probability game state or a high-probability game state. Note that a counter value (j)=0 of the probability state identification counter indicates a low-probability game state, and a counter value (j)=1 indicates a high-probability game state.
[0335] (Step S536-3) The main CPU300a selects a corresponding jackpot determination random number judgment table based on the counter value (j) of the probability state identification counter. Specifically, if the counter value (j) is "0", it selects one of the jackpot determination random number judgment tables (see Figs. 7(a)-(l)) corresponding to the currently set value, and if the counter value (j) is "1", it selects a high probability jackpot determination random number judgment table (see Figs. 7(g)-(l)). Then, it performs a special symbol provisional win judgment process to provisionally judge whether the jackpot has been won or not based on the selected table and the jackpot determination random number stored in the target memory unit in step S535-15.
[0336] (Step S536-5) The main CPU300a executes a special symbol provisional determination process for provisionally determining a special symbol. Here, if the result of the provisional big role lottery in the above step S536-3 (the result derived by the special symbol winning provisional determination process) is a big win, the winning symbol random number and reservation type stored in the target memory in the above step S535-15 are loaded, the corresponding winning symbol random number determination table (see FIG. 8) is selected to extract special symbol determination data, and the extracted special symbol determination data (type of big win symbol) is saved. Also, if the result of the provisional big role lottery in the above step S536-3 is a loss, the special symbol determination data for loss (type of loss symbol) corresponding to the reservation type is saved.
[0337] (Step S536-7) The main CPU 300a sets in the transmission buffer a look-ahead symbol type designation command (look-ahead designation command) corresponding to the special symbol determination data saved in step S536-5.
[0338] (Step S536-9) The main CPU 300a judges whether the result derived by the special symbol winning provisional judgment process in the above step S536-3 is a big win. If it is judged to be a big win, the process proceeds to step S536-11, and if it is judged not to be a big win (miss), the process proceeds to step S536-13.
[0339] (Step S536-11) The main CPU 300a sets the random number judgment table for determining the big win reach mode (see FIG. 10(b)), and moves the process to step S536-21.
[0340] (Step S536-13) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-15 above.
[0341] (Step S536-15) The main CPU 300a judges whether the reach group determination random number loaded in the above step S536-13 is a fixed value (8500 or more). Here, the group type is determined by referring to the reach group determination random number judgment table, and this reach group determination random number judgment table is selected according to the number of reserved items stored. At this time, the reach group determination random number is acquired from the range of 0 to 10006, and if the value of the reach group determination random number is 8500 or more, the same reach group determination random number judgment table is selected regardless of the number of reserved items, and if the value of the reach group determination random number is less than 8500, a different reach group determination random number judgment table is selected depending on the number of reserved items. Hereinafter, the value of the reach group determination random number in the range of 0 to 8499, where a different reach group determination random number judgment table is selected depending on the number of reserved items, is referred to as an indefinite value, and the value in the range of 8500 to 10006, where the same reach group determination random number judgment table is selected regardless of the number of reserved items, is referred to as a fixed value. If it is determined that the reach group determination random number loaded in step S536-13 above is a fixed value (8500 or more), processing proceeds to step S536-17, and if it is determined that the reach group determination random number loaded in step S536-13 above is not a fixed value (8500 or more), processing proceeds to step S536-29.
[0342] (Step S536-17) The main CPU300a sets a corresponding reach group determination random number judgment table (see FIG. 9) based on the counter value of the probability state identification counter and the reserved type. Note that there are multiple types of reach group determination random number judgment tables provided according to the reserved number, but here, a table used when the reserved number is 0 is selected. Then, a reach group (group type) is provisionally determined based on the set reach group determination random number judgment table and the reach group determination random number stored in the target memory unit in step S535-15 above.
[0343] (Step S536-19) The main CPU 300a sets the loss-time reach mode determination random number judgment table (see FIG. 10(a)) corresponding to the group type provisionally determined in step S536-17, and moves the process to step S536-21.
[0344] (Step S536-21) The main CPU 300a provisionally determines a variation mode number based on the reach mode determination random number judgment table set in the above step S536-11 or step S536-19 and the reach mode determination random number stored in the target memory unit in the above step S535-15. In addition, here, a variation pattern random number judgment table is provisionally determined together with the variation mode number.
[0345] (Step S536-23) The main CPU 300a sets in the transmission buffer a read-ahead designation variation mode command (read-ahead designation command) corresponding to the variation mode number provisionally determined in step S536-21.
[0346] (Step S536-25) The main CPU 300a provisionally determines a variation pattern number based on the variation pattern random number determination table provisionally determined in the above step S536-21 and the variation pattern random number stored in the target storage unit in the above step S535-15.
[0347] (Step S536-27) The main CPU 300a sets in the transmission buffer a read-ahead designated fluctuation pattern command (read-ahead designation command) corresponding to the fluctuation pattern number provisionally determined in step S536-25 above, and moves the process to step S536-31.
[0348] (Step S536-29) The main CPU300a sets in the transmission buffer an indefinite value command (a look-ahead specified variation mode command and a look-ahead specified variation pattern command = 7FH) indicating that the group type, i.e., the variation presentation pattern, will change depending on the number of holds when the hold is read out for a hold newly stored in the target memory unit.
[0349] (Step S536-31) The main CPU 300a determines whether the counter value (j) of the probability state identification counter is maximum (1), and if it is determined that it is maximum, terminates the performance determination process at the time of acquisition, and if it is determined that it is not maximum, transfers processing to step S536-33.
[0350] (Step S536-33) The main CPU300a updates the counter value (j) of the probability state identification counter to a value obtained by adding "1" to the current counter value (j), and repeats the process from step S536-3. As a result, the fluctuation mode number and the fluctuation pattern number that are determined when the newly stored reserved is read out in a low probability game state, and the fluctuation mode number and the fluctuation pattern number that are determined when the newly stored reserved is read out in a high probability game state are derived when the reserved is stored.
[0351] As described above, according to the above-mentioned acquisition time performance judgment process, when the stored reserve is a reserve that wins a jackpot, and when the stored reserve is a reserve that will result in a loss and the reach group determination random number is a fixed value, a look-ahead designation variable mode command and a look-ahead designation variable pattern command are transmitted to the sub-control board 330 as a look-ahead designation command. On the other hand, when the stored reserve is a reserve that will result in a loss and the reach group determination random number is an indefinite value, an indefinite value command is transmitted to the sub-control board 330 as a look-ahead designation command. Note that each of the above-mentioned look-ahead designation commands is configured to be able to distinguish between a command for a low probability game state and a command for a high probability game state.
[0352] 32 is a diagram for explaining the special game management phase. As already described, in this embodiment, a special game triggered by the entry of a game ball into the first start hole 120 or the second start hole 122 and a normal game triggered by the passage of a game ball through the gate 124 proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such a special game by the special game management phase.
[0353] As shown in FIG. 32, the main ROM 300b stores a plurality of special game control modules for controlling the execution of special games, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H", a module for executing "special pattern change waiting process" is called, when the special game management phase is "01H", a module for executing "special pattern change in progress process" is called, when the special game management phase is "02H", a module for executing "special pattern stop pattern display process" is called, when the special game management phase is "03H", a module for executing "large prize opening pre-opening process" is called, when the special game management phase is "04H", a module for executing "large prize opening opening control process" is called, when the special game management phase is "05H", a module for executing "large prize opening closing valid process" is called, and when the special game management phase is "06H", a module for executing "large prize opening end wait process" is called.
[0354] FIG. 33 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0355] (Step S600-1) The main CPU 300a loads the special game management phase.
[0356] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in the above step S600-1.
[0357] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.
[0358] (Step S600-7) The main CPU 300a loads a special game timer that manages the control time of the special game, and ends the special game management process.
[0359] In addition to the above configuration, before the process of step S600-1, the main CPU 300a may check whether the state of the gaming machine 100 is in a setting abnormal state. In this case, the main CPU 300a checks whether the gaming machine state flag is "3". As a result, if it is confirmed that the gaming machine state flag is "3", the timer interrupt process of FIG. 24 changes from No in step S200-11 to Yes in step S200-13, and the process proceeds to step S200-29 without executing various processes (S200-15 to S200-27) related to the progress of the game. If it is not confirmed that the gaming machine state flag is "3", the process proceeds to the above step S600-1.
[0360] 34 is a flow chart for explaining the special symbol change waiting process in the main control board 300. This special symbol change waiting process is executed when the special game management phase is "00H".
[0361] (Step S610-1) The main CPU300a judges whether the counter value of the special symbol 2 reserved ball counter, that is, the special 2 reserved number (X2) is "1" or more. As a result, if it is judged that the special 2 reserved number (X2) is "1" or more, the process is transferred to step S610-7, and if it is judged that the special 2 reserved number (X2) is not "1" or more, the process is transferred to step S610-3.
[0362] (Step S610-3) The main CPU300a judges whether the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number (X1) is "1" or more. If it is judged that the special 1 reserved number (X1) is "1" or more, the process proceeds to step S610-7, and if it is judged that the special 1 reserved number (X1) is not "1" or more, the process proceeds to step S610-5.
[0363] (Step S610-5) The main CPU 300a sets a customer waiting command in a transmission buffer, executes a customer waiting setting process for setting a customer waiting state, and ends the special symbol change waiting process.
[0364] (Step S610-7) The main CPU300a transfers the special 2 reserved balls stored in the first to fourth storage units of the second special symbol reserved storage area, or the special 1 reserved balls stored in the first to fourth storage units of the first special symbol reserved storage area, to a storage unit with a smaller ordinal number by one. Specifically, when it is determined in the above step S610-1 that the number of reserved balls of the special symbol 2 is "1" or more, the special 2 reserved balls stored in the second to fourth storage units of the second special symbol reserved storage area are transferred to the first to third storage units. In addition, the main RAM300c is provided with a 0th storage unit to be processed, and the special 2 reserved balls stored in the 1st storage unit are block-transferred to the 0th storage unit. In addition, in the above step S610-3, if it is determined that the number of reserved balls of the special pattern 1 is "1" or more, the special pattern 1 reserved balls stored in the second to fourth storage units of the first special pattern reserved storage area are transferred to the first to third storage units, and the special pattern 1 reserved balls stored in the first storage unit are block-transferred to the 0th storage unit. In addition, in this special pattern storage area shift process, the counter value of the target special pattern reserved ball count counter corresponding to the reserved type transferred to the 0th storage unit is decremented by "1," and a reserved reduction designation command indicating that the special pattern 1 reserved balls or special pattern 2 reserved balls have been decremented by "1" is set in the transmission buffer.
[0365] (Step S610-9) The main CPU 300a loads the jackpot determination random number, the hold type, and the special pattern probability state flag that identifies whether the game state is high probability or low probability, which have been transferred to the 0th memory unit, and selects a jackpot determination random number judgment table (see Figure 7) according to the game state and the currently set setting value, performs a big role lottery, and executes a special pattern win judgment process that stores the lottery result.
[0366] Here, in this embodiment, when the main CPU 300a performs the big role lottery as described above, it checks whether the state of the gaming machine 100 is in an abnormal setting state, and if it confirms that the state is in an abnormal setting state, it sets the gaming machine state flag to the abnormal setting state.
[0367] Specifically, first, the main CPU 300a checks the currently set value by referring to the data related to the set value stored in the set value buffer of the main RAM 300c before performing the big role lottery, and judges whether the confirmed set value is abnormal or not. For example, this judgment is made by checking whether the confirmed set value is set within the range of "1" to "6".
[0368] As a result, if the confirmed setting value is not determined to be abnormal, a jackpot determination random number table corresponding to the setting value is set, and the big prize lottery is performed as usual based on the set table. On the other hand, if the main CPU 300a determines that the confirmed setting value is abnormal, it sets the setting abnormal state to the gaming machine status flag of the main RAM 300c, forcibly sets the result of the big prize lottery to a loss, and ends the processing of the above step S610-9. After that, in the state in which the result of the big prize lottery is set to a loss, the processing of steps S610-9 and after in the special symbol variation waiting processing is executed once. Then, since the setting abnormal state (abnormal state) is set to the gaming machine status flag, in the next timer interrupt processing, after No in step S200-11 shown in FIG. 24, Yes in step S200-13 is performed, and the game is stopped without performing various processing related to the game progress in steps S200-15 to S200-27.
[0369] (Step S610-11) The main CPU300a executes a special symbol determination process for determining a special symbol. Here, if the result of the big role lottery in the above step S610-9 is a big win, the winning symbol random number and reservation type transferred to the 0th storage unit are loaded, the corresponding winning symbol random number determination table is selected to extract special symbol determination data, and the extracted special symbol determination data (type of big win symbol) is saved. Also, if the result of the big role lottery in the above step S610-9 is a loss, the special symbol determination data for loss (type of loss symbol) corresponding to the reservation type is saved. In this way, after the special symbol determination data is saved, a symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.
[0370] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in the above step S610-11. The first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will finally be lit.
[0371] (Step S612) The main CPU 300a executes a special symbol variable number determination process for determining a variable mode number and a variable pattern number. The details of this special symbol variable number determination process will be described later.
[0372] (Step S610-15) The main CPU300a loads the fluctuation mode number and the fluctuation pattern number determined in the above step S612, and determines the fluctuation time 1 and the fluctuation time 2 by referring to the fluctuation time determination table. Then, the total time of the determined fluctuation times 1 and 2 is set in the special symbol fluctuation timer.
[0373] (Step S610-17) The main CPU300a judges whether the result of the big prize lottery in the step S610-9 is a big prize or not, and if it is a big prize, loads the special symbol judgment data saved in the step S610-11 and checks the type of the big prize symbol. Then, referring to the game state setting table, judges the game state and the high probability number of times to be set after the big prize game ends, and saves the judgment result in the special symbol probability state reserve flag and the high probability number cut reserve counter. Here, the game state set at the time of winning the big prize is stored.
[0374] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display counter in order to start the variable display of the special symbol in the first special symbol display 160 or the second special symbol display 162. A counter value is associated with each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162, and the segment corresponding to the counter value set in the special symbol display counter is controlled to light up. Here, the counter value corresponding to the segment to be lit at the start of the variable display of the special symbol is set in the special symbol display counter. In addition, the special symbol display counter is provided separately as a special symbol 1 display counter corresponding to the first special symbol display 160 and a special symbol 2 display counter corresponding to the second special symbol display 162, and here, a counter value is set in the counter corresponding to the reservation type.
[0375] (Step S610-21) The main CPU 300a loads the counter values of the special pattern 1 reserved ball counter and the special pattern 2 reserved ball counter, and sets the special pattern reserved designation command in the transmission buffer. Here, the special pattern 1 reserved designation command is set based on the counter value (special 1 reserved number) of the special pattern 1 reserved ball counter, and the special pattern 2 reserved designation command is set based on the counter value (special 2 reserved number) of the special pattern 2 reserved ball counter. Also, here, the special pattern winning order command corresponding to the winning order of the special 1 reserved and special 2 reserved stored in the above step S610-7 is set in the transmission buffer. As a result, every time the special 1 reserved or special 2 reserved is consumed, the special 1 reserved number and the special 2 reserved number, as well as the winning order of each of these reserved balls, are transmitted to the sub-control board 330.
[0376] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.
[0377] FIG. 35 is a flowchart illustrating the special symbol variable number determination process in the main control board 300.
[0378] (Step S612-1) The main CPU 300a judges whether the result of the big role lottery in the above step S610-9 is a big win. If it is judged to be a big win, the process proceeds to step S612-3, and if it is judged not to be a big win (miss), the process proceeds to step S612-5.
[0379] (Step S612-3) The main CPU 300a sets a random number judgment table for determining a reach mode at the time of a big win corresponding to the current fluctuation state, the type of the big win symbol, and the reserved type.
[0380] (Step S612-5) When the hold type of the read hold is special 2 hold, the main CPU 300a checks the counter value of the special pattern 2 hold ball count counter, and when the hold type of the read hold is special 1 hold, the main CPU 300a checks the counter value of the special pattern 1 hold ball count counter.
[0381] (Step S612-7) The main CPU 300a sets the corresponding reach group determination random number judgment table based on the current fluctuation state, the reserved number and reserved type confirmed in the above step S612-5. Then, based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th memory unit in the above step S610-7, the reach group (group type) is determined.
[0382] (Step S612-9) The main CPU 300a sets a loss-time reach mode determination random number judgment table corresponding to the group type determined in step S612-7.
[0383] (Step S612-11) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-3 or step S612-9 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Here, a variation pattern random number judgment table is also determined together with the variation mode number.
[0384] (Step S612-13) The main CPU 300a sets in the transmission buffer the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-11 above.
[0385] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-11 above and the variation pattern random number transferred to the 0th storage unit in step S610-7 above.
[0386] (Step S612-17) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-15 in the transmission buffer, and ends the special pattern variation number determination process.
[0387] 36 is a flow chart for explaining the special symbol variation process in the main control board 300. This special symbol variation process is executed when the special game management phase is "01H".
[0388] (Step S620-1) The main CPU 300a executes a process to update the special symbol variation base counter. The special symbol variation base counter is set to a counter value that completes one revolution in a predetermined cycle (e.g., 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (e.g., 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0389] (Step S620-3) The main CPU 300a judges whether the counter value of the special symbol variation base counter updated in the above step S620-1 is "0". If the counter value is "0", the process proceeds to step S620-5. If the counter value is not "0", the process proceeds to step S620-9.
[0390] (Step S620-5) The main CPU 300a performs a special symbol fluctuation timer update process for subtracting a predetermined value from the timer value of the special symbol fluctuation timer set in the above step S610-15.
[0391] (Step S620-7) The main CPU 300a judges whether the timer value of the special symbol fluctuation timer updated in the above step S620-5 is "0". If the timer value is "0", the process proceeds to step S620-15, and if the timer value is not "0", the process proceeds to step S620-9.
[0392] (Step S620-9) The main CPU 300a updates the special symbol display timer that measures the lighting time of each of the 7-segment segments that make up the first special symbol display device 160 and the second special symbol display device 162. Specifically, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0393] (Step S620-11) The main CPU 300a judges whether the timer value of the special symbol display timer is "0". If it is judged that the timer value of the special symbol display timer is "0", the process proceeds to step S620-13, and if it is judged that the timer value of the special symbol display timer is not "0", the process during the special symbol variation is terminated.
[0394] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated. As a result, each segment constituting the 7-segment display is sequentially lit at predetermined time intervals.
[0395] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0396] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 in the target special symbol display symbol counter. As a result, the determined special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162.
[0397] (Step S620-19) The main CPU 300a sets a special symbol stop designation command, which indicates that a special symbol has been stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, in the transmission buffer.
[0398] (Step S620-21) The main CPU 300a sets a special symbol variation stop time, which is the time for stopping and displaying the special symbol, in a special game timer, and ends the special symbol variation process.
[0399] 37 is a flow chart for explaining the special symbol stop symbol display process in the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0400] (Step S630-1) The main CPU 300a judges whether the timer value of the special game timer set in the above step S620-21 is "0". As a result, if it is judged that the timer value of the special game timer is not "0", the main CPU 300a ends the special symbol stop symbol display process, and if it is judged that the timer value of the special game timer is "0", the process proceeds to step S630-3.
[0401] (Step S630-3) The main CPU 300a checks the result of the big role lottery.
[0402] (Step S630-5) The main CPU 300a judges whether the result of the big prize lottery is a big win or not. If it is judged as a big win, the process proceeds to step S630-17, and if it is judged as not a big win, the process proceeds to step S630-7.
[0403] (Step S630-7) The main CPU 300a executes a count cut management process. Here, the special symbol probability state flag is loaded to check whether the current game state is a low probability game state or a high probability game state. If the game state is a high probability game state, the counter value of the high probability count cut counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the high probability count cut counter, the special symbol probability state flag corresponding to the low probability game state is set. As a result, when the special symbol is confirmed a predetermined number of times without winning a jackpot in the high probability game state, the game state transitions to the low probability game state.
[0404] In addition, a normal pattern time-saving state flag for identifying whether the game state is a non-time-saving game state or a time-saving game state is loaded, and it is confirmed whether the current game state is a non-time-saving game state or a time-saving game state. If the game state is a time-saving game state, the counter value of the time-saving number-of-plays counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the time-saving number-of-plays counter, a normal pattern time-saving state flag corresponding to the non-time-saving game state is set. As a result, in the time-saving game state, when the special pattern is confirmed a predetermined number of times without winning a jackpot, the game state transitions to a non-time-saving game state.
[0405] (Step S630-9) The main CPU300a executes a variable state update process. Here, it is determined whether the variable state is currently a special variable state. If it is determined that the variable state is a special variable state, the counter value of the special variable count counter is checked, and it is determined whether or not to switch from the special variable state to the normal variable state. As a result, if it is determined that the variable state is to be switched to the normal variable state, that is, if it is determined that the variable display of the last special pattern in the special variable state has ended, the variable state identification flag is updated to a flag for the normal variable state.
[0406] (Step S630-11) The main CPU 300a sets in the transmission buffer a game state confirmation command at the time of special symbol determination, which indicates the game state at the time when the special symbol is determined.
[0407] (Step S630-13) The main CPU 300a sets in the transmission buffer a number command for transmitting the high probability number of times and the time reduction number of times updated in the above step S630-7 to the sub-control board 330.
[0408] (Step S630-15) The main CPU300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. This ends the special game management process based on the reservation of 1, and if special reservation 1 or special reservation 2 is stored, processing to start the variable display of the special symbol based on the next reservation will be performed.
[0409] (Step S630-17) The main CPU 300a sets data in the special electric role operation RAM set table according to the type of the determined special symbol.
[0410] (Step S630-19) The main CPU 300a performs a process for setting the maximum number of times that the special electric role is operated. Specifically, the data set in the above step S630-17 is referenced, and a predetermined number (counter value corresponding to the type of special symbol=number of rounds) is set as a counter value in the maximum number of times that the special electric role is operated counter. The maximum number of times that the special electric role is operated counter indicates the number of rounds that can be executed in the big role game that is about to start. Meanwhile, the main RAM 300c is provided with a counter for the number of consecutive times that the special electric role is operated, and the current number of rounds is managed by adding "1" to the counter value of the counter for the number of consecutive times that the special electric role is operated at the start of each round game. Here, a process for resetting (updating to "0") the counter value of the counter for the number of consecutive times that the special electric role is operated is also executed with the start of the big role game.
[0411] (Step S630-21) The main CPU 300a refers to the data set in step S630-17, and saves a predetermined opening time as a timer value in the special game timer.
[0412] (Step S630-23) The main CPU 300a sets an opening designation command for transmitting the start of the big win game to the sub-control board 330 in the transmission buffer.
[0413] (Step S630-25) The main CPU 300a updates the special game management phase to "03H" and ends the special symbol stop symbol display process. This starts the big win game.
[0414] 38 is a flow chart for explaining the process before the opening of the special prize opening in the main control board 300. This process before the opening of the special prize opening is executed when the special game management phase is "03H".
[0415] (Step S640-1) The main CPU 300a judges whether the timer value of the special game timer set in the above step S630-21 is not "0". If it is judged that the timer value of the special game timer is not "0", the main CPU 300a ends the pre-opening process of the special winning port, and if it is judged that the timer value of the special game timer is "0", the process proceeds to step S640-3.
[0416] (Step S640-3) The main CPU 300a updates the counter value of the special electric role continuous operation number counter to a value obtained by adding "1" to the current counter value.
[0417] (Step S640-5) The main CPU 300a sets a special prize opening opening designation command for transmitting the start of opening of the special prize opening 128 (start of a round game) to the sub-control board 330 in a transmission buffer.
[0418] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0419] (Step S640-7) The main CPU 300a updates the special game management phase to "04H" and ends the pre-opening process for the big win.
[0420] FIG. 39 is a flowchart explaining the big prize opening / closing switching process in the main control board 300. It is.
[0421] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching count (the number of times the special winning opening 128 is opened / closed during one round of play). If it is judged that the counter value is the upper limit value, the main CPU 300a ends the special winning opening opening / closing switching process, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641-3.
[0422] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table, and extracts solenoid control data for controlling the energization of the large prize opening solenoid 128c, and timer data which is the energization time or de-energization time of the large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.
[0423] (Step S641-5) The main CPU 300a executes a large prize opening solenoid energization control process to start energizing the large prize opening solenoid 128c or to stop energizing the large prize opening solenoid 128c based on the solenoid control data extracted in the above step S641-3. By executing this large prize opening solenoid energization control process, the large prize opening solenoid 128c is controlled to start or stop energizing in the above steps S400-25 and S400-27.
[0424] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the big winning port 128 once.
[0425] (Step S641-9) The main CPU 300a judges whether the special prize opening solenoid 128c is in the energization start state, that is, whether the control process to start energization of the special prize opening solenoid 128c has been performed in the above step S641-5. If it is judged to be in the energization start state, the process proceeds to step S641-11, and if it is judged not to be in the energization start state, the special prize opening opening open / close switching process is terminated.
[0426] (Step S641-11) The main CPU 300a updates the counter value of the special electric role opening / closing switching count counter to a value obtained by adding "1" to the current counter value, and ends the large prize opening opening / closing switching process.
[0427] 40 is a flow chart for explaining the special prize opening control process in the main control board 300. This special prize opening control process is executed when the special game management phase is "04H".
[0428] (Step S650-1) The main CPU 300a judges whether the timer value of the special game timer saved in the above step S641-7 is "0". If it is judged that the timer value of the special game timer is not "0", the process proceeds to step S650-5, and if it is judged that the timer value of the special game timer is "0", the process proceeds to step S650-3.
[0429] (Step S650-3) The main CPU 300a judges whether the counter value of the special electric role opening / closing switching counter is the upper limit value of the special electric role opening / closing switching count. If it is judged that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641.
[0430] (Step S641) In the above step S650-3, when it is determined that the counter value of the special electric role opening / closing switching number counter is not the upper limit value of the special electric role opening / closing switching number, the main CPU 300a executes the process of the above step S641.
[0431] (Step S650-5) The main CPU 300a judges whether the counter value of the special prize opening winning ball counter updated in the above step S500-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winnings in one round have entered the special prize opening 128. As a result, if it is judged that the specified number has not been reached, the special prize opening opening opening control process is terminated, and if it is judged that the specified number has been reached, the process proceeds to step S650-7.
[0432] (Step S650-7) The main CPU 300a executes a special prize opening closing process required to stop the energization of the special prize opening solenoid 128c and close the special prize opening 128. As a result, the special prize opening 128 is brought into a closed state.
[0433] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the special winning port in the special game timer.
[0434] (Step S650-11) The main CPU 300a updates the special game management phase to "05H".
[0435] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command, which indicates that the special prize opening 128 has been closed, in the transmission buffer, and ends the special prize opening opening control process.
[0436] 41 is a flow chart for explaining the special prize opening close validity process in the main control board 300. This special prize opening close validity process is executed when the special game management phase is "05H".
[0437] (Step S660-1) The main CPU 300a judges whether the timer value of the special game timer saved in the above step S650-9 is "0". If it is judged that the timer value of the special game timer is not "0", the main CPU 300a ends the special prize opening closure valid processing, and if it is judged that the timer value of the special game timer is "0", the processing proceeds to step S660-3.
[0438] (Step S660-3) The main CPU 300a judges whether the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, that is, whether a preset number of rounds have been played. If it is judged that the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, the process proceeds to step S660-9, and if it is judged that they do not match, the process proceeds to step S660-5.
[0439] (Step S660-5) The main CPU 300a updates the special game management phase to "03H".
[0440] (Step S660-7) The main CPU 300a saves the predetermined special prize opening closing time in the special game timer and ends the special prize opening closing validity process, thereby starting the next round of games.
[0441] (Step S660-9) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.
[0442] (Step S660-11) The main CPU 300a updates the special game management phase to "06H".
[0443] (Step S660-13) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer, and ends the big prize opening closure validity processing.
[0444] 42 is a flow chart for explaining the special prize opening end wait process in the main control board 300. This special prize opening end wait process is executed when the special game management phase is "06H".
[0445] (Step S670-1) The main CPU 300a judges whether the timer value of the special game timer saved in the above step S660-9 is not "0". As a result, if it is judged that the timer value of the special game timer is not "0", the main CPU 300a ends the waiting process for the end of the special winning port, and if it is judged that the timer value of the special game timer is "0", the process proceeds to step S670-3.
[0446] (Step S670-3) The main CPU300a executes a state setting process for setting the game state after the big win game ends. Here, the special symbol probability state reserve flag and the high probability number cut reserve counter saved in the above step S610-17 are loaded to save the state data. Here, predetermined state data is saved in the normal symbol time reduction state flag and the time reduction number cut counter according to the type of special symbol (big win symbol). Furthermore, here, the variable state after the big win game ends is set based on the big win symbol that triggered the execution of the big win game and the game state before the execution of the big win game (the game state at the time of winning the big win). In addition, when the variable state is set to the special variable state, information on how the special variable state will be switched thereafter is stored at the same time, and the variable state switching process will be performed based on the information stored here.
[0447] (Step S670-5) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state to be set after the end of the big role game.
[0448] (Step S670-7) The main CPU 300a sets in the transmission buffer a number command corresponding to the high probability number and the time reduction number saved in the above step S670-3.
[0449] (Step S670-9) The main CPU300a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning port. As a result, if the special 1 reserve or special 2 reserve is stored, the variable display of the special symbol is resumed.
[0450] 43 is a diagram explaining the normal game management phase. As already explained, in this embodiment, the processing related to the normal game triggered by the passage of the game ball through the gate 124 is executed stepwise and repeatedly, but in the main control board 300, each processing related to such a normal game is managed by the normal game management phase.
[0451] As shown in FIG. 43, the main ROM 300b stores a plurality of normal game control modules for controlling the execution of a normal game, and each of these normal game control modules is associated with a normal game management phase. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol change waiting process" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress process" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display process" is called, when the normal game management phase is "03H", a module for executing "normal electric role winning opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric role winning opening opening control process" is called, when the normal game management phase is "05H", a module for executing "normal electric role winning opening closing valid process" is called, and when the normal game management phase is "06H", a module for executing "normal electric role winning opening end wait process" is called.
[0452] FIG. 44 explains the normal game management process (step S700) in the main control board 300. 1 is a flowchart showing the process of
[0453] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0454] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in the above step S700-1.
[0455] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.
[0456] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game, and ends the normal game management process.
[0457] In addition to the above configuration, before the process of step S700-1, the main CPU 300a may check whether the state of the gaming machine 100 is in a setting abnormal state. In this case, the main CPU 300a checks whether the gaming machine state flag is "3". As a result, if it is confirmed that the gaming machine state flag is "3", the timer interrupt process of FIG. 24 changes from No in step S200-11 to Yes in step S200-13, and the process proceeds to step S200-29 without executing various processes (S200-15 to S200-27) related to the progress of the game. If it is not confirmed that the gaming machine state flag is "3", the process proceeds to the above step S700-1.
[0458] 45 is a flowchart explaining the normal symbol change waiting process in the main control board 300. This normal symbol change waiting process is executed when the normal game management phase is "00H".
[0459] (Step S710-1) The main CPU300a loads the counter value of the normal symbol reserved ball number counter and judges whether the counter value is "0", that is, whether the normal symbol reserved is "0". If it is judged that the counter value is "0", the normal symbol change waiting process is terminated, and if it is judged that the counter value is not "0", the process is transferred to step S710-3.
[0460] (Step S710-3) The main CPU 300a transfers the regular symbol reserve (win-determining random numbers) stored in the first to fourth storage sections of the regular symbol reserve storage area in blocks to the storage section with the next smaller ordinal number. Specifically, the regular symbol reserve stored in the second to fourth storage sections is transferred to the first to third storage sections. The main RAM 300c is also provided with a 0th storage section to be processed, and the regular symbol reserve stored in the 1st storage section is transferred to the 0th storage section. In addition, in this regular symbol storage area shift process, the counter value of the regular symbol reserved ball count counter is decremented by "1," and a regular symbol reserve decrement command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.
[0461] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th memory unit, selects a winning determination random number judgment table corresponding to the current game state, performs a regular symbol lottery, and executes a regular symbol winning determination process that stores the lottery result.
[0462] Here, in this embodiment, when the main CPU 300a performs a normal map lottery as described above, it checks whether the state of the gaming machine 100 is in an abnormal setting state, and if it confirms that the state is in an abnormal setting state as a result, it sets the gaming machine state flag to the abnormal setting state.
[0463] Specifically, first, before performing a regular drawing, the main CPU 300a checks the currently set setting value by referring to data regarding the setting value stored in the setting value buffer of the main RAM 300c, and determines whether the confirmed setting value is abnormal.
[0464] As a result, if the confirmed setting value is not judged to be abnormal, regardless of whether the setting value is any value from 1 to 6, the winning determination random number table shown in FIG. 15(a) (for non-time-saving game state) or (b) (for time-saving game state) is set depending on whether the time-saving game state is in effect, and the normal pattern lottery is performed as usual based on the set table. On the other hand, if the main CPU 300a judges that the confirmed setting value is abnormal, it sets the game machine state flag in the main RAM 300c to a setting abnormal state, forcibly sets the result of the normal pattern lottery to a loss, and ends the processing of step S710-5 above. After that, with the result of the normal pattern lottery set to a loss, the processing from step S710-5 onwards in the normal pattern change waiting processing is executed once. Then, since the game machine status flag is set to a set abnormal state (abnormal state), in the next timer interrupt processing, step S200-11 shown in FIG. 24 becomes No, followed by step S200-13 becoming Yes, so that the various processes related to the game progress in steps S200-15 to S200-27 are not performed, and the game is stopped.
[0465] (Step S710-7) The main CPU300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. In this embodiment, the normal symbol display 168 is composed of one LED lamp, and in the case of a win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 168 is ultimately turned on. For example, in the case of a win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.
[0466] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.
[0467] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning determination random number transferred to the 0th memory unit in the above step S710-3 and the normal symbol variation time data table set in the above step S710-9.
[0468] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in the above step S710-11 in the normal game timer.
[0469] (Step S710-15) The main CPU 300a executes a process of setting the normal symbol display symbol counter in order to start the variable display of the normal symbol in the normal symbol display 168. When the counter value is set to, for example, "0" in the normal symbol display symbol counter, the normal symbol display 168 is controlled to be turned on, and when the counter value is set to "1", the normal symbol display 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter at the start of the variable display of the normal symbol.
[0470] (Step S710-17) The main CPU 300a sets a regular map reservation designation command indicating the number of regular map reservations stored in the regular map reservation memory area in a transmission buffer.
[0471] (Step S710-19) The main CPU 300a sets a normal symbol designation command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, i.e., the symbol type (winning symbol or losing symbol) determined by the normal symbol winning determination process.
[0472] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0473] 46 is a flowchart explaining the normal symbol variation processing in the main control board 300. This normal symbol variation processing is executed when the normal game management phase is "01H".
[0474] (Step S720-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S710-13 is "0". If the timer value is "0", the process proceeds to step S720-9. If the timer value is not "0", the process proceeds to step S720-3.
[0475] (Step S720-3) The main CPU 300a updates the normal symbol display timer that measures the lighting time and the extinguishing time of the normal symbol display 168. Specifically, if the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0476] (Step S720-5) The main CPU300a judges whether the timer value of the normal symbol display timer is "0". As a result, if it is judged that the timer value of the normal symbol display timer is "0", the process proceeds to step S720-7, and if it is judged that the timer value of the normal symbol display timer is not "0", the process during the normal symbol variation is terminated.
[0477] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display symbol counter. Here, if the counter value of the normal symbol display symbol counter is a counter value indicating that the normal symbol display 168 is turned off, it is updated to a counter value indicating that the normal symbol display 168 is turned on, and if the counter value is a counter value indicating that the normal symbol display 168 is turned on, it is updated to a counter value indicating that the normal symbol display 168 is turned off, and the normal symbol variation process is terminated. As a result, the normal symbol display 168 is turned on and off repeatedly (blinks) at predetermined intervals during the normal symbol variation time.
[0478] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally controlled to be turned on or off, and the result of the normal symbol lottery is announced.
[0479] (Step S720-11) The main CPU 300a sets a normal pattern variation stop time, which is the time for stopping and displaying the normal pattern, in a normal game timer.
[0480] (Step S720-13) The main CPU 300a sets a normal symbol stop command, which indicates that the stopped display of normal symbols has begun, in the transmission buffer.
[0481] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0482] 47 is a flowchart explaining the normal symbol stop symbol display process in the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0483] (Step S730-1) The main CPU 300a judges whether the timer value of the normal game timer set in the above step S720-11 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal pattern stop symbol display process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S730-3.
[0484] (Step S730-3) The main CPU 300a checks the result of the regular drawing.
[0485] (Step S730-5) The main CPU 300a judges whether the result of the normal drawing is a win or not. If it is judged to be a win, the process proceeds to step S730-9, and if it is judged to be a no win (miss), the process proceeds to step S730-7.
[0486] (Step S730-7) The main CPU300a updates the normal game management phase to "00H" and ends the normal symbol stop symbol display process. This ends the normal game management process based on the normal symbol reservation of 1, and if the normal symbol reservation is stored, processing is performed to start the variable display of the normal symbol based on the next reservation.
[0487] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table, and saves the time before normal power opening in the normal game timer as a timer value.
[0488] (Step S730-11) The main CPU300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. This starts the opening and closing control of the second start port 122.
[0489] 48 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0490] (Step S740-1) The main CPU 300a judges whether the timer value of the normal game timer set in the above step S730-9 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning opening pre-opening process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S741.
[0491] (Step S741) The main CPU 300a executes a normal electric accessory winning mouth opening / closing switching process, which will be described later.
[0492] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric role winning opening pre-opening process.
[0493] 49 is a flowchart explaining the normal electric role winning opening opening / closing switching process in the main control board 300.
[0494] (Step S741-1) The main CPU 300a judges whether the counter value of the normal electric role opening / closing switching counter is the upper limit value of the normal electric role opening / closing switching count (the number of times the movable piece 122b of the second starting port 122 is opened and closed during one opening / closing control). If it is judged that the counter value is the upper limit value, the normal electric role winning port opening / closing switching process is terminated, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741-3.
[0495] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (energization control data or de-energization control data) for controlling the energization of the normal electric role solenoid 122c based on the counter value of the normal electric role opening / closing switching count counter, and timer data which is the energization time (solenoid energization time) or de-energization time (normal power closing effective time = pause time) of the normal electric role solenoid 122c.
[0496] (Step S741-5) The main CPU 300a executes a normal electric role solenoid energization control process to start energizing the normal electric role solenoid 122c or stop energizing the normal electric role solenoid 122c based on the solenoid control data extracted in the above step S741-3. By executing this normal electric role solenoid energization control process, the normal electric role solenoid 122c is controlled to start or stop energizing in the above steps S400-25 and S400-27.
[0497] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S741-3 in the normal game timer. The timer value saved in the normal game timer here is the maximum opening time of the second start port 122 once.
[0498] (Step S741-9) The main CPU 300a judges whether the normal electric role solenoid 122c is in the energization start state, that is, whether the control process to start energization of the normal electric role solenoid 122c has been performed in the above step S741-5. As a result, if it is judged to be in the energization start state, the process is transferred to step S741-11, and if it is judged not to be in the energization start state, the normal electric role winning opening opening switching process is terminated.
[0499] (Step S741-11) The main CPU 300a updates the counter value of the normal electric role opening / closing switching count counter to a value obtained by adding "1" to the current counter value, and ends the normal electric role winning port opening / closing switching process.
[0500] 50 is a flowchart explaining the normal electric device winning hole opening control process in the main control board 300. This normal electric device winning hole opening control process is executed when the normal game management phase is "04H".
[0501] (Step S750-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S741-7 is "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the process proceeds to step S750-5, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S750-3.
[0502] (Step S750-3) The main CPU 300a judges whether the counter value of the normal electric role opening / closing switching counter is the upper limit value of the normal electric role opening / closing switching count. If it is judged that the counter value is the upper limit value, the process proceeds to step S750-7, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741.
[0503] (Step S741) In the above step S750-3, if it is determined that the counter value of the normal electric role opening / closing switching count counter is not the upper limit value of the normal electric role opening / closing switching count, the main CPU 300a executes the process of the above step S741.
[0504] (Step S750-5) The main CPU 300a judges whether the counter value of the normal electric device winning ball counter updated in the above step S530-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls during one opening and closing control have entered the second starting hole 122. As a result, if it is judged that the specified number has not been reached, the normal electric device winning hole opening control process is terminated, and if it is judged that the specified number has been reached, the process proceeds to step S750-7.
[0505] (Step S750-7) The main CPU 300a executes a normal electric accessory closing process required to stop the power supply to the normal electric accessory solenoid 122c and close the second start port 122. This causes the second start port 122 to be in a closed state.
[0506] (Step S750-9) The main CPU 300a saves the normal power effective state time in the normal game timer.
[0507] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric role winning port opening control process.
[0508] 51 is a flowchart explaining the normal electric device winning hole closing valid processing in the main control board 300. This normal electric device winning hole closing valid processing is executed when the normal game management phase is "05H".
[0509] (Step S760-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S750-9 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning port closing valid processing is terminated, and if it is judged that the timer value of the normal game timer is "0", the processing is transferred to step S760-3.
[0510] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.
[0511] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the normal electric role winning hole closure validity processing.
[0512] 52 is a flowchart explaining the normal electric accessory winning port end wait processing in the main control board 300. This normal electric accessory winning port end wait processing is executed when the normal game management phase is "06H".
[0513] (Step S770-1) The main CPU300a judges whether the timer value of the normal game timer saved in the above step S760-3 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning port end wait process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S770-3.
[0514] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the normal electric role winning port end wait process. As a result, if a normal symbol reservation is stored, the variable display of the normal symbol will be resumed.
[0515] As described above, the special game and normal game progress as various processes are executed on the main control board 300, and while such games are in progress, the sub-control board 330 performs control to execute various presentations based on commands sent from the main control board 300.
[0516] (Power off save process of main control board 300 (XINT interrupt process)) Fig. 53 is a flowchart explaining the power-off save process (XINT interrupt process) in the main control board 300. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the interrupt permission period (S110-11 in Fig. 23) in the main loop process (S110 in Fig. 23) and executes the power-off save process (S800).
[0517] (Step S800-1) When the power-off warning signal is input, the main CPU 300a saves the registers.
[0518] (Step S800-3) The main CPU 300a checks the power-off warning signal.
[0519] (Step S800-5) Main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S800-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S800-7.
[0520] (Step S800-7) The main CPU 300a restores the registers.
[0521] (Step S800-9) The main CPU 300a performs a process for permitting an interrupt, and ends the power-off save process.
[0522] (Step S800-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0523] (Step S800-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum of the used area (F000H to F1FFH) of the main RAM 300c.
[0524] (Step S800-15) The main CPU 300a executes a checksum setting process that calculates and stores a checksum of the unused area (F210H to F228H) of the main RAM 300c.
[0525] (Step S800-17) The main CPU 300a executes a RAM protect setting process required to prohibit access to the main RAM 300c.
[0526] (Step S800-19) The main CPU 300a sets a predetermined number of times the power interruption detection signal has been detected as the counter value of a loop counter in order to set a power interruption occurrence monitoring time.
[0527] (Step S800-21) The main CPU 300a checks the power-off warning signal.
[0528] (Step S800-23) The main CPU 300a judges whether a power-off warning signal has been detected. If it is judged that a power-off warning signal has been detected, the process proceeds to step S800-19. If it is judged that a power-off warning signal has not been detected, the process proceeds to step S800-25.
[0529] (Step S800-25) The main CPU 300a decrements the value of the loop counter set in step S800-19 above by one.
[0530] (Step S800-27) The main CPU 300a judges whether the counter value of the loop counter is 0. As a result, if it is judged that the counter value is not 0, the process proceeds to step S800-21, and if it is judged that the counter value is 0, the process proceeds to the above-mentioned CPU initialization process (step S100).
[0531] In addition, if a power outage actually occurs, the operation of the gaming machine 100 stops while steps S800-19 to S800-27 are being looped.
[0532] Next, the contents of the main RAM 300c to be cleared, the state of the gaming machine 100, and the contents displayed on the performance display monitor 304 in response to the operation of the RAM clear switch 307 and the setting key switch 308 when the power is turned on in this embodiment will be described.
[0533] FIG. 54 shows a first example in which the gaming machine 100 was in a setting change state at the time of the previous power cut, and the main RAM 300c is normal (the backup flag is normal) when the power is restored.
[0534] As shown in FIG. 54, when the setting key switch 308 is ON and the RAM clear switch 307 is ON, (1) the contents of the memory (main RAM 300c) are cleared except for data related to setting-related processing and display on the performance display monitor 304, (2) after power is turned on, the state changes to one in which settings can be changed, and (3) the performance display monitor 304 displays the setting value.
[0535] Furthermore, when the setting key switch 308 is ON and the RAM clear switch 307 is OFF, (4) the contents of the memory are cleared except for data related to setting-related processing and display on the performance display monitor 304, (5) the state transitions to a setting changeable state after power is turned on, and (6) the performance display monitor 304 displays the setting value. Note that in (4), if the RAM clear processing was executed normally when the state transitioned to the previous setting changeable state, only the clear range when power is restored may be cleared.
[0536] In addition to the above configuration, when the setting key switch 308 is ON and the RAM clear switch 307 is OFF, the contents of the memory may not be changed, and after power is turned on, the state transitions to an abnormal state, and the performance display monitor 304 displays an error code ("Er.").
[0537] Furthermore, when the setting key switch 308 is OFF and the RAM clear switch 307 is ON, (7) the contents of the memory are cleared except for data related to setting-related processing and display on the performance display monitor 304, (8) the state transitions to a setting changeable state after power is turned on, and (9) the performance display monitor 304 displays the setting value. Note that in (7), if the RAM clear processing was executed normally when the state transitioned to the previous setting changeable state, only the clear range when power is restored may be cleared.
[0538] In addition to the above configuration, when the setting key switch 308 is OFF and the RAM clear switch 307 is ON, the contents of the memory may not be changed, and after power is turned on, the state transitions to an abnormal state, and the performance display monitor 304 may display an error code.
[0539] Furthermore, when the setting key is OFF and the RAM clear switch 307 is OFF, (10) the contents of the memory are cleared except for data related to setting-related processing and display on the performance display monitor 304, (11) the state transitions to a setting changeable state after power is turned on, and (12) the performance display monitor 304 displays the setting value. Note that in (10), if the RAM clear processing was executed normally when the state transitioned to the previous setting changeable state, only the clear range when power is restored may be cleared.
[0540] In addition to the above configuration, when the setting key is OFF and the RAM clear switch 307 is OFF, the contents of the memory are not changed, and after power is turned on, the state transitions to an abnormal state, and the performance display monitor 304 may display an error code.
[0541] FIG. 55 shows a second example in which the gaming machine 100 was in the setting reference state at the time of the previous power cut, and the main RAM 300c is normal when the power is restored.
[0542] As shown in FIG. 55, when the setting key switch 308 is ON and the RAM clear switch 307 is ON, (1) the contents of the memory are cleared except for data related to setting-related processing and display on the performance display monitor 304, (2) after power is turned on, the state transitions to one in which settings can be changed, and (3) the performance display monitor 304 displays the setting value.
[0543] Furthermore, when the setting key switch 308 is ON and the RAM clear switch 307 is OFF, (4) the contents of the memory are not changed, (5) after power is turned on, the state transitions to a setting reference state, and (6) the performance display monitor 304 displays the setting value.
[0544] Furthermore, when the setting key switch 308 is OFF and the RAM clear switch 307 is ON, (7) the contents of the memory are cleared except for data related to setting-related processing and display on the performance display monitor 304, (8) after the power is turned on, the game enters a playable state, and (9) the performance display monitor 304 displays the base.
[0545] Furthermore, when the setting key switch 308 is OFF and the RAM clear switch 307 is OFF, (10) the contents of the memory are not changed, (11) after power is turned on, the state transitions to a setting reference state, and (12) the performance display monitor 304 displays the setting value.
[0546] In addition to the above configuration, when the setting key switch 308 is OFF and the RAM clear switch 307 is OFF, the contents of the memory are not changed, and after the power is turned on, the game transitions to a playable state, and the performance display monitor 304 may display the base.
[0547] FIG. 56 shows a third example in which the RAM is abnormal (the backup flag is abnormal) when the power is restored, regardless of the state of the gaming machine 100 at the time of the previous power cut.
[0548] 56, when the setting key switch 308 is ON and the RAM clear switch 307 is ON, (1) the contents of the memory are cleared except for data related to display on the performance display monitor 304, (2) after power is turned on, the state transitions to a setting changeable state, and (3) the performance display monitor 304 displays the setting value. Note that in (1), if the main RAM 300c is abnormal, the data related to display on the performance display monitor 304 may be cleared.
[0549] Furthermore, when the setting key switch 308 is ON and the RAM clear switch 307 is OFF, (4) the contents of the memory are not changed, (5) after power is turned on, the state transitions to an abnormal state (RAM abnormal state), and (6) the performance display monitor 304 displays an error code.
[0550] Furthermore, if setting key switch 308 is OFF and RAM clear switch 307 is ON, (7) the contents of the memory are not changed, (8) after power is turned on, the state transitions to an abnormal state (RAM abnormal state), and (9) performance display monitor 304 displays an error code.
[0551] Furthermore, if setting key switch 308 is OFF and RAM clear switch 307 is OFF, (10) the contents of the memory are not changed, (11) after power is turned on, the state transitions to an abnormal state (RAM abnormal state), and (12) performance display monitor 304 displays an error code.
[0552] Next, referring to Fig. 57, the fraudulent play detection process performed in the prize winning port switch management process (S200-23) of the timer interrupt process (see Fig. 24) of this embodiment will be described. For the sake of convenience, the following will be described with reference to door open errors and magnetic errors as priority notification errors.
[0553] (Step S100-1a) The main CPU 300a of the main control board 300 judges whether a priority notification error including a door open error or a magnetic error has occurred. For example, when a middle frame open detection signal is input from the middle frame open switch 180 (see FIG. 5) or when a front door open detection signal is input from the front door open switch 182 (see FIG. 5), it is judged that a door open error has occurred. Also, when a magnetic detection signal is input from the magnetic sensor 174 (see FIG. 5), it is judged that a magnetic error has occurred. When the main CPU 300a judges that such a priority notification error has occurred (Yes in S100-1a), it proceeds to step S100-3a. On the other hand, when it is not judged that such a priority notification error has occurred (No in S100-1a), it proceeds to step S100-5a.
[0554] (Step S100-3a) The main CPU 300a sets a corresponding priority notification error command. For example, if it is determined in the above step S100-1a that a door open error has occurred, a door open error command is set. Also, if it is determined in the above step S100-1a that a magnetic error has occurred, a magnetic error command is set. The error command set in this step S100-3a is transmitted from the main CPU 300a to the sub-control board 330 in the sub-command transmission process (step S110-7) of the main loop process (see FIG. 23) (the same applies to the "irregular play detection command" described below).
[0555] (Step S100-5a) The main CPU 300a judges whether the game state is a normal game state or a potential game state. Specifically, the value of the game state flag set in the main RAM 300c is checked, and if the value of the game state flag is "1", the game state is judged to be a normal game state, and if the value of the game state flag is "3", the game state is judged to be a potential game state. On the other hand, if the value of the game state flag is a value other than "1" and "3", the game state is judged to be neither a normal game state nor a potential game state. If the game state is judged to be a normal game state or a potential game state (Yes in S100-5a), the process proceeds to step S100-7a, whereas if the game state is judged to be neither a normal game state nor a potential game state (No in S100-5a), the fraud detection process is terminated.
[0556] (Step S100-7a) The main CPU 300a judges whether or not a detection signal has been input from the second start hole detection switch 122s (see FIG. 5). If it is judged that a detection signal has been input from the second start hole detection switch 122s (Yes in S100-7a), the process proceeds to step S100-9a. In this case, the game ball has entered the second start hole 122 even though the game state is the normal game state or the potential state. In other words, the player should have originally been in the normal game state or the potential state in which the game should be progressed by shooting the game ball into the left hit area 116a of the game area 116, but instead, the game ball has been shot into the right hit area 116b to progress the game, and it is judged that an illegal game has been performed in a manner different from the expected way of playing. On the other hand, if it is not judged that a detection signal has been input from the second start hole detection switch 122s (No in S100-7a), the illegal game detection process is terminated without judging that an illegal game has been performed.
[0557] (Step S100-9a) The main CPU 300a sets an illegal play detection command and ends the illegal play detection process.
[0558] In this way, in the fraudulent play detection process performed in the winning port switch management process (S200-23) of the timer interrupt process (see FIG. 24), a priority notification error command (door open error command, magnetic error command, etc.) is set depending on whether or not a priority notification error has occurred, and a fraudulent play detection command is set depending on whether or not the player has played a fraudulent game. The commands set in this way are transmitted from the main CPU 300a of the main control board 300 to the sub-CPU 330a of the sub-control board 330, and based on the transmitted command, the sub-CPU 330a causes the performance display device 200, etc. to report priority notification error information (information that a priority notification error has occurred) or a fraudulent play warning (information that prompts a warning to a player who has played a fraudulent game).
[0559] Next, the fraudulent play notification process of this embodiment will be described with reference to Figures 58 to 67. This fraudulent play notification process is a process performed by the sub-CPU 330a of the sub-control board 330 based on the fraudulent play detection process performed by the main CPU 300a of the main control board 300.
[0560] (Step S200-1a) The sub-CPU 330a of the sub-control board 330 judges whether or not a priority notification error command (door open error command, magnetic error command, etc.) has been received. If it is judged that a priority notification error command has been received (Yes in S200-1a), the process proceeds to step S200-3a. On the other hand, if it is not judged that a priority notification error command has been received (No in S200-1a), the process proceeds to step S200-5a.
[0561] (Step S200-3a) The sub-CPU 330a sets the corresponding priority notification error flag to ON. For example, if it is determined in step S200-1a that a door open error command has been received, the sub-CPU 330a sets the door open error flag to ON. If it is determined that a magnetic error command has been received, the sub-CPU 330a sets the magnetic error flag to ON. After setting the priority notification error flag to ON in this manner, the sub-CPU 330a proceeds to step S200-7a. Note that if the priority notification error flag has already been set to ON, the state of the priority notification error flag that is set to ON is maintained.
[0562] (Step S200-5a) The sub CPU 330a sets the corresponding priority notification error flag to OFF. For example, if it is determined in the above step S200-1a that a door open error command has not been received, the door open error flag is set to OFF. Also, if it is determined in the above step S200-1a that a magnetic error command has not been received, the magnetic error flag is set to OFF. After setting the priority notification error flag to OFF in this manner, the sub CPU 330a proceeds to step S200-7a. Note that if the priority notification error flag has already been set to OFF, the state of the priority notification error flag set to OFF is maintained.
[0563] (Step S200-7a) The sub-CPU 330a judges whether or not an illegal play detection command has been received. If it is judged that an illegal play detection command has been received (Yes in S200-7a), the process proceeds to step S200-9a. On the other hand, if it is judged that an illegal play detection command has not been received (No in S200-7a), the process proceeds to step S200-11a.
[0564] (Step S200-9a) The sub-CPU 330a updates the number of times N of reception of the fraudulent game detection command by adding a value "1". In this gaming machine 100, as described later, when a priority notification error command is received, priority notification error information is notified to the performance display device 200, etc., but when priority notification error information is not notified, a fraudulent game warning can be notified based on the reception of the fraudulent game detection command. Furthermore, depending on the value of the number of times N of reception of the fraudulent game detection command, a weak fraudulent game warning or a strong fraudulent game warning, which have different notification modes, can be notified. When the value of the number of times N of reception is any of "2, 4, 6, 8", a weak fraudulent game warning is notified, and when the value of the number of times N of reception is "10", a strong fraudulent game warning is notified.
[0565] (Step S200-11a) The sub-CPU 330a judges whether the value of the number of times N of reception of the unauthorized play detection command is any of "2, 4, 6, 8". If it judges that the value of the number of times N of reception of the unauthorized play detection command is any of "2, 4, 6, 8" (Yes in S200-11a), it proceeds to step S200-13a, whereas if it does not judge that the value of the number of times N of reception of the unauthorized play detection command is any of "2, 4, 6, 8" (No in S200-11a), it proceeds to step S200-19a.
[0566] (Steps S200-13a to S200-17a) The sub-CPU 330a determines whether or not a priority notification error flag (door open error flag, magnetic error flag, etc.) is set to ON (step S200-13a).
[0567] When the sub-CPU 330a determines that the priority notification error flag is set to ON (Yes in S200-13a), it causes the performance display device 200 to notify the priority notification error information (information indicating that a priority notification error has occurred) in preference to the fraudulent play warning (step S200-15a). In this case, since the result in step S200-11a is Yes, which is a prerequisite for the determination in step S200-13a, a weak fraudulent play warning should be notified under normal circumstances. However, since the priority notification error flag is set to ON in this step S200-15a, the priority notification error information is notified, but rather the weak fraudulent play warning.
[0568] FIG. 60 shows a state when the door open error flag is set to ON and information that a door open error has occurred (hereinafter referred to as "door open error information") is notified to the performance display device 200 and the like. For convenience of explanation, only the upper half of the gaming machine 100 is illustrated in FIGS. 60 to 67 below, and only the performance display device 200 is illustrated in the gaming area 116. As shown in FIG. 60, the performance display unit 200a of the performance display device 200 displays an image M1 including a message "The door is open," and the speaker 106e outputs a warning sound of "beep" and a sound "The door is open." In addition, the decorative lens LED 106a1 and the side panel LED 106c1 are turned on in red, the error notification LED 106i1 is turned on in blue, and the game board decoration LED 108a is turned off. Regarding the conditions for canceling the notification of the door open error information, when the sub-control board 330 receives a command including information that the door open error has been cancelled from the main control board 300 (hereinafter referred to as the "door open state cancel command"), the sub-control board 330 ends the display of the image M1 on the performance display device 200. In addition, the sub-control board 330 ends the output of the warning sound, etc. to the speaker 106e 15 seconds after receiving the door open state cancel command from the main control board 300. In addition, when the sub-control board 330 receives the door open state cancel command from the main control board 300, it returns only the game board decoration LED 108a to the state before the door open error occurred, and returns the decorative lens LED 106a1, the side panel LED 106c1 and the error notification LED 106i1 to the state before the door open error occurred 30 seconds after the game board decoration LED 108a returns.
[0569] FIG. 61 shows a state when the magnetic error flag is set to ON and information that a magnetic error has occurred (hereinafter referred to as "magnetic error information") is notified to the performance display device 200, etc. As shown in FIG. 61, an image M2a including a message "A magnet has been detected" and an image M2b including a message "Please call an attendant" are displayed on the performance display unit 200a of the performance display device 200, and a warning sound of "beep" and a sound "A magnet has been detected. Please call an attendant" are output from the speaker 106e. The notification mode by the decorative lens LED 106a1, the side panel LED 106c1, the error notification LED 106i1, and the game board decoration LED 108a is the same as when a door opening error has occurred (see FIG. 60). Regarding the conditions for generating the notification of magnetic error information, when the sub-control board 330 receives a command including information indicating that a magnetic error has occurred from the main control board 300 (hereinafter referred to as a "magnetic error occurrence designation command"), the sub-control board 330 starts displaying the images M2a and M2b on the performance display device 200, starts outputting a warning sound, etc. from the speaker 106e, and starts lighting the decorative lens LED 106a1, the side panel LED 106c1, the error notification LED 106i1, and the game board decoration LED 108a in the above-mentioned manner. Regarding the conditions for canceling the notification of magnetic error information, the sub-control board 330 continues displaying the images M2a and M2b on the performance display device 200 until power is cut off, continues outputting a warning sound, etc. from the speaker 106e, and continues lighting the decorative lens LED 106a1, the side panel LED 106c1, the error notification LED 106i1, and the game board decoration LED 108a in the above-mentioned manner.
[0570] In this embodiment, the magnetic sensor 174 is arranged at a plurality of different locations in the gaming machine 100, and the main control board 300 can detect the occurrence of magnetism from the plurality of magnetic sensors 174 arranged at different locations. When magnetism is detected by any of the plurality of magnetic sensors, the main control board 300 transmits a magnetic error occurrence designation command corresponding to the detection location to the sub-control board 330, and the sub-control board 330 notifies the occurrence of a magnetic error on the performance display device 200 or the like in response to the received magnetic error occurrence designation command. For example, when the magnetic sensor 174 arranged near the ejection port 130 detects magnetism, the main control board 300 transmits a first magnetic error occurrence designation command to the sub-control board 330, and the sub-control board 330 notifies the occurrence of a magnetic error near the ejection port 130 on the performance display device 200 or the like based on the received first magnetic error occurrence designation command. Furthermore, when the magnetic sensor 174 disposed near the large prize opening 128 detects magnetism, the main control board 300 transmits a second magnetic error occurrence designation command to the sub-control board 330, and the sub-control board 330, based on the received second magnetic error occurrence designation command, causes the performance display device 200 or the like to notify the occurrence of a magnetic error near the large prize opening 128. In this manner, in this embodiment, even if magnetism is detected at any of a plurality of different locations on the gaming machine 100, the occurrence of magnetism can be accurately detected and the detection of the magnetic occurrence, including the location of the occurrence, can be accurately notified.
[0571] When the sub-CPU 330a does not determine that the priority notification error flag is set to ON (No in S200-13a), it causes the effect display device 200 to notify a weak illegal play warning. In this case, since the result in step S200-11a is Yes as a premise for the determination in step S200-13a, the weak illegal play warning is notified as normal. FIG. 62 shows a state when the weak illegal play warning is notified by the effect display device 200, etc. As shown in FIG. 62, the effect display unit 200a of the effect display device 200 displays an image M3 including a message "Please return to left hand", and the speaker 106e outputs a sound "Please return to left hand". In addition, the lighting state of the decorative lens LED 106a1, the side panel LED 106c1, the error notification LED 106i1, and the game board decoration LED 108a is not changed (the lighting state up to that point is maintained). Although detailed explanation is omitted, this weak illegal play warning ends when a predetermined time (e.g., 3 seconds) has elapsed after the sound "Please return to left hit" is repeated three times, and also when a right-hit state designation command is sent from the main CPU 300a of the main control board 300 to the sub-CPU 330a of the sub-control board 330.
[0572] (Step S200-19a) The sub-CPU 330a judges whether the value of the number of times N of reception of the unauthorized play detection command is "10". If it judges that the value of the number of times N of reception of the unauthorized play detection command is "10" (Yes in S200-19a), it proceeds to step S200-21a, whereas if it does not judge that the value of the number of times N of reception of the unauthorized play detection command is "10" (No in S200-19a), it proceeds to step S200-29a.
[0573] (Steps S200-21a to S200-27a) The sub-CPU 330a judges whether or not a priority notification error flag (door open error flag, magnetic error flag, etc.) is set to ON (step S200-21a). If it is judged that the priority notification error flag is set to ON (Yes in S200-21a), the priority notification error information is given priority over the fraudulent play warning and is notified to the performance display device 200, etc. (step S200-23a). In this case, since the result in step S200-19a is Yes, which is a prerequisite for the judgment in step S200-21a, a strong fraudulent play warning should be notified. However, since the priority notification error flag is set to ON in this step S200-23a, the priority notification error information is notified but a weak fraudulent play warning is notified. Note that the notification mode of the priority notification error information in the performance display device 200, etc. at this time is the same as that in the above step S200-15a (see Figs. 60 and 61).
[0574] On the other hand, when the sub-CPU 330a does not determine that the priority notification error flag is set to ON (No in S200-21a), it causes the effect display device 200, etc. to notify a strong illegal play warning (step S200-25a). In this case, since the result in step S200-19a is Yes as a premise for the determination in step S200-21a, the strong illegal play warning is notified as normal. FIG. 63 shows a state when the strong illegal play warning is notified by the effect display device 200, etc. As shown in FIG. 63, an image M4a including a message "Caution: Special Chart 2 Change" and an image M4b including a message "Return to Left Hand Hit" are displayed on the effect display unit 200a of the effect display device 200, and a warning sound of "beep" and a sound of "Return to Left Hand Hit" are output from the speaker 106e. Also, the decorative lens LED 106a1 and the side panel LED 106c1 are lit in ...
Claims
[Claim 1] A game board on which a first game area and a second game area are formed; A launching unit for launching game balls into the first game area or the second game area; A guide passage capable of guiding the game ball launched by the launching unit to the first game area or the second game area; A first detection unit that detects that a gaming ball has flowed down the first gaming area; A second detection unit that detects that the game ball has flowed down the second game area; a game state control means for controlling a game state to a first game state in which a game is progressed by launching a game ball into the first game area, or a second game state in which a game is progressed by launching a game ball into the second game area; an operation unit operable by a player; A performance control means for controlling the performance device to notify predetermined information based on the establishment of an operation-related condition of the operation unit, The guide passage is formed by an outer guide rail attached to a rail base of the game board and an inner guide rail arranged opposite to the inner periphery of the outer guide rail, A plurality of guide portions are provided in the range from the base end to the tip end of the outer guide rail, the guide portions being capable of being attached in a curved state to predetermined positions on the game board, When a range from the base end to the left end of the outer guide rail is defined as a first range, a range from the left end to the upper end of the outer guide rail is defined as a second range, and a range from the upper end to the tip of the outer guide rail is defined as a third range, the number of the guide parts in the first range is greater than that in the second range, and the number of the guide parts in the second range is greater than that in the third range, and the number of the guide parts in the third range is zero, The third region is fixed by simply supporting the tip end of the outer guide rail on the tip support portion of the rail base, The performance control means includes: Based on the second detection unit detecting a flow of the game ball in the first game state or the first detection unit detecting a flow of the game ball in the second game state, launch operation information regarding the launch operation of the launch unit can be notified to the performance device; A gaming machine characterized in that, even when the predetermined information is to be notified while the firing operation information is being notified, the firing operation information can be continuously notified.
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