Gaming Machines
The gaming machine improves player engagement by using operation means, variable displays, and vibration effects to enhance gameplay excitement and reward anticipation, addressing the issue of unfavorable game states.
Patent Information
- Application Number
- JP2023073359
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-04-27
- Publication Date
- 2025-01-10
- Estimated Expiration
- 2040-06-19
AI Technical Summary
Conventional gaming machines may disadvantage players by preventing game balls from entering starting holes, reducing player interest due to unfavorable game states.
Incorporation of operation means like effect buttons and levers, variable displays with symbol variations, vibration effects, and light emitting means to enhance player engagement through special game expectations and improved starting conditions.
Enhances player interest by providing variable displays, vibration effects, and light emissions that increase anticipation and excitement, making gameplay more engaging and rewarding.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In conventional gaming machines, it is common to determine whether or not to execute a jackpot game that is advantageous to the player based on judgment information obtained upon the entry of a gaming medium into the starting area, and to execute a game presentation according to the result of the judgment (see, for example, Patent Document 1).
[0003] Some of these gaming machines allow players to switch their target between a first start hole and a second start hole while playing. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2019-033816 A Summary of the Invention [Problem to be solved by the invention]
[0005] If the gaming machine does not allow the gaming ball to enter the starting hole corresponding to the gaming state, etc., it may result in a disadvantage for the player, and the interest of the player in the game may decrease.
[0006] The present invention has been made in consideration of the above-mentioned problems, and has an object to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]
[0007] In order to solve the above problems, the gaming machine (1) of the present invention comprises an operation means (effect button 17, effect lever) that can be operated by a player, an acquisition means (main control board 110) that acquires information for judgment based on the establishment of a first start condition for the first start means or a second start condition for the second start means, and a performance control means (performance control board 130) that executes a variable display in which a pattern is varied on a display means (first image display device 70) based on the information for judgment and then the pattern is displayed stationary for a predetermined stationary display period. A pre-determination means (main control board 110) for pre-determining the determination information for which the variable display has not yet been executed; The game state has a normal state and a specific state that is more advantageous than the normal state, and the display means can display reserved information corresponding to each of the reserved memories related to the judgment information for which the variable display has not been executed, and a light-emitting effect can be executed using a light-emitting means (a starting lamp NR, a board lighting device, a frame lighting device) provided at a predetermined position as an effect that makes the player expect the execution of a special game, and the effect control means can execute a vibration effect (a look-ahead vibration effect, a dialogue notice effect, a cut-in effect, a successful decision effect, etc.) that vibrates the operating means in the variable display, and the vibration effect is executed at a predetermined timing. Based on the operation during the operation lifetime that occurs The first vibration performance ( Dialogue previews, cut-in effects, etc. ) and a second vibration effect ( Predictive vibration effects, etc. ), and the second vibration performance includes a first performance executed at a predetermined timing and a second performance executed at a timing different from the first performance, The first performance can be executed based on the result of the determination by the advance determination means, When the variable display according to the determination result of the information for determination acquired based on the establishment of the first start condition is executed in the normal state, the first vibration performance and the second vibration performance can be executed, and when the variable display according to the determination result of the information for determination acquired based on the establishment of the first start condition is executed in the specific state, the execution of the first vibration performance can be restricted; When the variation performance based on the establishment of the first start condition in the normal state is executed, the types of vibrations of the executable vibration performance are more than when the variation performance based on the establishment of the first start condition in the specific state is executed,A gaming machine capable of executing a predetermined performance that changes the symbol into a predetermined mode when the variable display starts and / or ends, and characterized in that it satisfies at least one of the following (i) and (ii): (i) the variable display based on the second start condition in the specific state has a greater number of types of the predetermined performance performed when the variable display starts than the variable display based on the first start condition in the specific state; and (ii) the variable display based on the second start condition in the specific state has a greater number of types of the predetermined performance performed when the variable display ends than the variable display based on the first start condition in the specific state. Effect of the Invention
[0008] According to the present invention, the interest of the player can be increased. [Brief description of the drawings]
[0009] [Figure 1] FIG. 2 is a diagram showing an example of a front view of the gaming machine. [Diagram 2] FIG. 2 is a diagram showing an example of a block diagram of the entire gaming machine. [Diagram 3] FIG. 4 is a diagram showing main processing in a main control board. [Figure 4] FIG. 11 is a diagram showing timer interrupt processing in the main control board. [Diagram 5] FIG. 11 is a diagram showing input control processing in the main control board. [Figure 6] A diagram showing the first start hole detection switch input processing on the main control board. [Figure 7] A diagram showing the special diagram special electric control processing on the main control board. [Figure 8] A diagram showing the types of commands sent from the main control board to the performance control board. [Figure 9] A diagram showing the types of commands sent from the main control board to the performance control board. [Figure 10] A diagram showing the main processing in the performance control unit. [Figure 11]A diagram showing timer interrupt processing in the performance control unit. [Figure 12] A diagram showing customer waiting performance processing in the performance control unit. [Figure 13] FIG. 13 is a diagram showing an example of a demonstration waiting time determination table. [Figure 14] A diagram showing a look-ahead type performance processing in the performance control unit. [Figure 15] A diagram showing the icon change effect determination process in the effect control unit. [Figure 16] FIG. 13 is a diagram showing an example of an icon final display mode determination table. [Figure 17] FIG. 13 is a diagram illustrating an example of a change scenario determination table. [Figure 18] A diagram showing the icon display mode update process in the performance control unit. [Figure 19] A figure showing an example of a change pattern determination table for the hold icon. [Figure 20] FIG. 13 is a diagram showing an example of a one-stage change pattern determination table for the icon. [Figure 21] FIG. 13 is a diagram showing an example of a two-stage change pattern determination table for the icon. [Figure 22] FIG. 13 is a diagram showing an example of an icon change pattern determination table for use when power is interrupted. [Diagram 23] (a) is a diagram showing the relationship between the display mode of the pending icon and the frequency of occurrence of the change effect, (b) is a diagram showing relationship 1 between the type of change effect and the timing of occurrence of the change effect, (c) is a diagram showing relationship 2 between the type of change effect and the timing of occurrence of the change effect, and (d) is a diagram showing the relationship between the icon display mode and the notification sound when an icon is generated (changed). [Figure 24] A diagram showing the continuous preview performance decision process in the performance control unit. [Diagram 25] A figure showing an example of a preview scenario determination table. [Figure 26] A diagram showing the continuous preview performance execution processing in the performance control unit. [Figure 27]FIG. 13 is a diagram showing an example of an alternative warning pattern determination table. [Figure 28] A diagram showing the lamp change performance execution process in the performance control unit. [Figure 29] A diagram showing the jackpot preview performance decision process in the performance control unit. [Diagram 30] A figure showing an example of a jackpot prediction determination table. [Diagram 31] FIG. 4 is a diagram illustrating a main process in a central control unit. [Diagram 32] FIG. 11 is a diagram illustrating a command reception interrupt process in the central control unit. [Diagram 33] FIG. 13 is a diagram showing a V blank interrupt process in the general control unit. [Diagram 34] This is timing chart 1 of the change effects that occur when a prize is won. [Diagram 35] This is timing chart 2 of the change effects that occur when a prize is won. [Diagram 36] A figure showing an example of a change effect that occurs when a prize is won. [Figure 37] 1 is a timing chart 1 of normal change pattern 01. [Figure 38] 13 is a timing chart 2 of normal change pattern 01. [Figure 39] A figure showing an example of normal change pattern 01. [Diagram 40] This is timing chart 1 for character action change pattern 01. [Diagram 41] This is timing chart 2 for character action change pattern 01. [Diagram 42] A figure showing an example of character action change pattern 01. [Diagram 43] This is a figure showing the continuation of Figure 42. [Diagram 44] This is a diagram showing timing chart 1 of pattern action change pattern 01. [Diagram 45] This is a diagram showing timing chart 2 of pattern action change pattern 01. [Diagram 46] FIG. 13 is a diagram showing an example of the presentation of pattern action change pattern 01. [Figure 47] This figure shows the continuation of Figure 46. [Figure 48] This is a timing chart showing when the variable performance starts from the waiting state for customers. [Figure 49] This is a diagram showing an example of a performance in which a variable performance starts from a waiting state for customers. [Figure 50] This is a figure showing the continuation of Figure 49. [Figure 51] This is a timing chart showing the increase in the number of reserved balls during a variable performance. [Figure 52] A figure showing an example of a presentation in which the number of reserved balls increases during a variable presentation. [Figure 53] This is a timing chart showing the number of reserved items increasing immediately after decreasing. [Figure 54] This figure shows an example of a presentation in which the number of reserved items increases immediately after decreasing. [Figure 55] This is a timing chart showing the increase in the number of reserved balls during a specific reach performance. [Figure 56] A figure showing an example of a presentation in which the number of reserved balls increases during a specific reach presentation. [Figure 57] This is a timing chart showing the increase and decrease in the number of reserved balls before and after the end of a specific game state. [Figure 58] A figure showing an example of a presentation in which the number of reserved balls increases or decreases before and after the end of a specific game state. [Figure 59] This is a continuation of Figure 58. [Figure 60] A diagram showing the initial processing of the reels in the lamp / drive control unit. [Figure 61] 11 is a diagram showing an origin return process in a lamp / drive control unit. FIG. [Figure 62] FIG. 11 is a diagram showing an initial operation process in a lamp / drive control unit. [Figure 63] FIG. 13 is a diagram showing an example of a board role initial operation pattern determination table. [Figure 64] A figure showing an example of a frame role initial operation pattern determination table. [Figure 65] This figure shows a specific example of a case where there are no recovery abnormalities in various reels after power is turned on. [Figure 66] 11A and 11B are diagrams illustrating a specific example in which a second movable member has a return abnormality after power is turned on. [Figure 67] 11A and 11B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is turned on. [Figure 68] A figure showing a specific example of a case where there is a recovery abnormality in the performance button after power is turned on. [Figure 69] This figure shows a specific example of a case where there are no recovery abnormalities in various reels after power is restored. [Figure 70] 11A and 11B are diagrams illustrating a specific example in which a second movable member has a return abnormality after power is restored. [Figure 71] 11A and 11B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is restored. [Figure 72] A figure showing a specific example of a case where there is a recovery abnormality in the performance button after power is restored. [Figure 73] This figure shows a specific example of the state after power is restored when the special pattern is being displayed in a changing state and there is pending memory. [Figure 74] 11A and 11B are diagrams illustrating a specific example of a case where a power-on command cannot be normally received when the power is turned on. [Figure 75] 11A and 11B are diagrams illustrating a specific example of a case where a power restoration designation command cannot be normally received when the power is turned on. [Figure 76] 11A and 11B are diagrams illustrating specific examples of a case where power-on commands (power-on command, power-restoration command) cannot be normally received when the power is turned on. [Figure 77] FIG. 11 is a diagram showing a first specific example of a case in which power supply to only the main control board is stopped and then resumed. [Figure 78] FIG. 11 is a diagram showing a specific example 2 of a case where power supply to only the main control board is stopped and then resumed. [Figure 79] FIG. 11 is a diagram showing a specific example 3 in which power supply to only the main control board is stopped and then resumed. [Figure 80] FIG. 11 is a diagram showing a specific example 4 in which power supply to only the main control board is stopped and then resumed. [Figure 81]FIG. 13 is a diagram showing a first modified example in which power supply to only the main control board is stopped and then resumed. [Figure 82] FIG. 11 is a diagram showing a second modified example in which power supply to only the main control board is stopped and then resumed. [Figure 83] 13A and 13B are diagrams illustrating a modified example in which the second movable member has a return abnormality after power is turned on. [Figure 84] This figure shows an example of the presentation when power supply to the gaming machine is stopped and then resumed while the icon change presentation and lamp change presentation are being executed. [Figure 85] This is a continuation of Figure 84. [Figure 86] This figure shows examples of effects that occur when power supply to a gaming machine is stopped and then resumed while a continuous preview effect, a pending icon change effect, or a lamp change effect is being executed. [Figure 87] This is a continuation of Figure 86. [Figure 88] 11A and 11B are diagrams showing specific examples of changes in the connection states of various detection means when waiting for customers. [Figure 89] A diagram showing the initial processing of the reels in the lamp / drive control unit. [Figure 90] This figure shows a specific example of a case where there are no recovery abnormalities in various reels after power is turned on. [Figure 91] 11A and 11B are diagrams illustrating a specific example in which a second movable member has a return abnormality after power is turned on. [Figure 92] 11A and 11B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is turned on. [Figure 93] A figure showing a specific example of a case where there is a recovery abnormality in the performance button after power is turned on. [Figure 94] This figure shows a specific example of a case where there are no recovery abnormalities in various reels after power is restored. [Figure 95] 11A and 11B are diagrams illustrating a specific example in which a second movable member has a return abnormality after power is restored. [Figure 96] 11A and 11B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is restored. [Figure 97]A figure showing a specific example of a case where there is a recovery abnormality in the performance button after power is restored. [Figure 98] This figure shows a specific example of the state after power is restored when the special pattern is being displayed in a changing state and there is pending memory. [Figure 99] 11A and 11B are diagrams illustrating a specific example of a case where a power-on command cannot be normally received when the power is turned on. [Figure 100] 11A and 11B are diagrams illustrating a specific example of a case where a power restoration designation command cannot be normally received when the power is turned on. [Figure 101] 11A and 11B are diagrams illustrating specific examples of a case where power-on commands (power-on command, power-restoration command) cannot be normally received when the power is turned on. [Figure 102] FIG. 11 is a diagram showing a first specific example of a case in which power supply to only the main control board 110 is stopped and then resumed. [Figure 103] FIG. 11 is a diagram showing a specific example 2 in which power supply to main control board 110 alone is stopped and then resumed. [Figure 104] FIG. 11 is a diagram showing a specific example 3 in which power supply to main control board 110 alone is stopped and then resumed. [Figure 105] FIG. 11 is a diagram showing a specific example 4 in which power supply to main control board 110 alone is stopped and then resumed. [Fig. 106] FIG. 11 is a timing chart of a first specific example when a command cannot be normally received. [Figure 107] FIG. 13 is a diagram showing an example of a presentation in specific example 1 when a command cannot be received normally. [Figure 108] FIG. 11 is a timing chart showing specific examples 2 to 4 when a command cannot be normally received. [Figure 109] FIG. 13 is a diagram showing an example of a presentation in specific example 2 when a command cannot be received normally. [Figure 109-1] A figure showing a modified example of the presentation example in specific example 2 when the command cannot be received normally. [Figure 110] A figure showing an example of a presentation in specific example 3 when a command cannot be received normally. [Figure 110-1] A figure showing a modified example of the presentation example in specific example 3 when the command cannot be received normally. [Figure 111] A figure showing an example of a presentation in specific example 4 when a command cannot be received normally. [Figure 111-1] A figure showing a modified example of the presentation example in specific example 4 when the command cannot be received normally. [Figure 112] FIG. 13 is a timing chart of specific examples 5 to 7 when a command cannot be normally received. [Figure 113] A figure showing an example of a presentation in specific example 5 when a command cannot be received normally. [Figure 113-1] A figure showing a modified example of the presentation example in specific example 5 when the command cannot be received normally. [Fig. 114] A figure showing an example of a presentation in specific example 6 when a command cannot be received normally. [Figure 114-1] A figure showing a modified example of the presentation example in specific example 6 when the command cannot be received normally. [Figure 115] A figure showing an example of a presentation in concrete example 7 when a command cannot be received normally. [Figure 115-1] A figure showing a modified example of the presentation example in concrete example 7 when the command cannot be received normally. [Fig. 116] FIG. 13 is a timing chart of concrete example 8 when a command cannot be normally received. [Figure 117] FIG. 13 is a diagram showing an example of a presentation in specific example 8 when a command cannot be received normally. [Figure 117-1] A figure showing a modified example of the presentation example in specific example 8 when the command cannot be received normally. [Fig. 118] FIG. 13 is a timing chart of a ninth concrete example when a command cannot be normally received. [Figure 119] A figure showing an example of a presentation in concrete example 9 when a command cannot be received normally. [Figure 120]FIG. 11 is a timing chart of specific examples 10 to 12 when a command cannot be normally received. [Figure 121] A figure showing an example of a presentation in concrete example 10 when a command cannot be received normally. [Figure 122] A figure showing an example of a presentation in concrete example 11 when a command cannot be received normally. [Figure 123] A figure showing an example of a presentation in concrete example 12 when a command cannot be received normally. [Figure 124] FIG. 13 is a timing chart of specific examples 13 to 15 when a command cannot be received normally. [Fig. 125] A figure showing an example of a presentation in concrete example 13 when a command cannot be received normally. [Fig. 126] A figure showing an example of a presentation in concrete example 14 when a command cannot be received normally. [Figure 127] A figure showing an example of a presentation in concrete example 15 when a command cannot be received normally. [Figure 128] FIG. 23 is a timing chart of a sixteenth specific example when a command cannot be normally received. [Figure 129] A figure showing an example of a presentation in concrete example 16 when a command cannot be received normally. [Fig. 130] FIG. 21 is a timing chart of a seventeenth concrete example when a command cannot be normally received. [Fig. 131] A figure showing an example of a presentation in concrete example 17 when a command cannot be received normally. [Fig. 132] FIG. 23 is a timing chart of an eighteenth specific example when a command cannot be normally received. [Fig. 133] A figure showing an example of a presentation in concrete example 18 when a command cannot be received normally. [Fig. 134] FIG. 13 is a diagram showing a time chart of inspection mode 1 of the main control board. [Fig. 135] FIG. 13 is a diagram showing a time chart of inspection mode 2 of the main control board. [Fig. 136] FIG. 13 is a diagram showing a time chart of inspection mode 3 of the main control board. [Fig. 137] FIG. 13 is a diagram showing a time chart of inspection mode 4 of the main control board. [Fig. 138] FIG. 13 is a diagram showing a time chart of inspection mode 5 of the main control board. [Figure 139] FIG. 11 is a timing chart showing a specific example 1 of an image change presentation. [Fig. 140] FIG. 13 is a diagram showing a presentation example of specific example 1 of image change presentation. [Fig. 141] FIG. 13 is a timing chart showing a specific example 2 of an image change presentation. [Fig. 142] FIG. 13 is a diagram showing a presentation example of specific example 2 of image change presentation. [Fig. 143] FIG. 11 is a diagram showing a timing chart of specific example 3 of image change presentation. [Fig. 144] FIG. 13 is a diagram showing a presentation example of specific example 3 of image change presentation. [Fig. 145] FIG. 11 is a diagram showing a timing chart of specific example 4 of image change presentation. [Fig. 146] FIG. 13 is a diagram showing an example of image change presentation example 4. [Fig. 147] FIG. 13 is a diagram showing an example of an image change presentation. [Fig. 148] FIG. 13 is a diagram showing an example of an image change presentation. [Figure 149] FIG. 13 is a diagram showing an example of an image change presentation. [Fig. 150] FIG. 13 is a diagram showing an example of an image change presentation. [Fig. 151] FIG. 13 is a diagram showing an example of an image change presentation. [Fig. 152] FIG. 13 is a diagram showing an example of an image change presentation. [Fig. 153] FIG. 13 is a diagram showing an example of an image change presentation. [Fig. 154] FIG. 13 is a timing chart of specific example 1 when conditions are not met in the performance control unit. [Fig. 155] FIG. 13 is a diagram showing an example of a performance when conditions are not met in the performance control unit. [Fig. 156] FIG. 13 is a timing chart of specific example 2 when conditions are not met in the performance control unit. [Fig. 157] FIG. 13 is a timing chart of specific example 3 when conditions are not met in the performance control unit. [Fig. 158] FIG. 13 is a timing chart of specific example 4 when conditions are not met in the performance control unit. [Fig. 159] A figure showing a timing chart of concrete example 5 when conditions are not met in the performance control unit. [Fig. 160] A figure showing a timing chart of concrete example 6 when conditions are not met in the performance control unit. [Fig. 161] A figure showing a timing chart of concrete example 7 when conditions are not met in the performance control unit. [Fig. 162] FIG. 13 is a timing chart of concrete example 8 when conditions are not met in the performance control unit. [Fig. 163] A figure showing a timing chart of concrete example 9 when conditions are not met in the performance control unit. [Fig. 164] A figure showing a timing chart of concrete example 10 when conditions are not met in the performance control unit. [Fig. 165] A figure showing a timing chart of concrete example 11 when conditions are not met in the performance control unit. [Fig. 166] FIG. 13 is a diagram showing a specific example of rendering 1. [Fig. 167] FIG. 13 is a diagram showing a specific example of rendering 1. [Fig. 168] FIG. 13 is a diagram showing the execution ratio of effects using color effects. [Fig. 169] A diagram showing the execution rate of zone effects. [Fig. 170] A diagram showing the execution rate of change notification sound effects. [Fig. 171] A figure showing the execution rate of the pending icon change effect. [Fig. 172] A diagram showing the execution rate of lamp change effects. [Fig. 173]A diagram showing the execution rate of the operation performance of the first movable member. [Fig. 174] FIG. 13 is a diagram showing a modified example of specific example 1 of rendering. [Figure 174-1] FIG. 13 is a diagram showing the execution rate of light guide plate display effects. [Fig. 175] A figure showing a timing chart of the normal game state in specific example presentation 2. [Fig. 176] A figure showing the normal game state of specific example presentation 2. [Fig. 177] A figure showing a timing chart of a specific game state in specific example presentation 2. [Fig. 178] A figure showing a specific game state of specific example presentation 2. [Fig. 179] FIG. 11 is a diagram showing a specific example 3 of rendering. [Fig. 180] FIG. 11 is a diagram showing a specific example 3 of rendering. [Fig. 181] FIG. 13 is a diagram showing the relationship of fluctuating time. [Fig. 182] FIG. 13 is a diagram showing an execution ratio of the preparatory operation. [Fig. 183] FIG. 13 is a diagram showing an execution ratio of a stop operation. [Fig. 184] FIG. 13 is a diagram showing the execution rate of the fluctuation stop pattern. [Figure 184-1] FIG. 13 is a diagram showing the execution rate of the fluctuation start pattern. [Fig. 185] FIG. 11 is a diagram showing a specific example 4 of rendering. [Fig. 186] A diagram showing the execution rate of the appearance change effect of the performance pattern. [Fig. 187] A diagram showing the execution rate of the display size change effect of the performance pattern. [Fig. 188] A diagram showing the execution rate of the display size change effect of the reach effect. [Fig. 189] FIG. 11 is a timing chart of specific example 5 of the rendering. [Fig. 190] FIG. 11 is a diagram showing a specific example of rendering 5. [Fig. 191] FIG. 11 is a diagram showing a specific example of rendering 6. [Fig. 192] A diagram showing the execution rate of notification effects. [Fig. 193] A diagram showing the execution rate of vibration effects. [Fig. 194] 1 is a front view showing an example of a gaming machine according to an embodiment of the present invention. [Fig. 195] 2 is an oblique view showing an example of the back side of the gaming machine according to the present embodiment. FIG. [Fig. 196] A block diagram showing the configuration of a game control device provided in the gaming machine of this embodiment. [Figure 197] FIG. 4 is a rear view showing the state in which each unit is assembled to the base frame. [Figure 198] FIG. 198 is a partially exploded perspective view of FIG. [Figure 199] This is an explanatory diagram of various random numbers obtained in the main control board of a pachinko machine. [Figure 200] 4 is a flowchart showing main processing in a main control board. [Figure 201] 13 is a flowchart showing an initial setting process of the main control board. [Fig. 202] 11 is a flowchart showing an example of a timer interrupt process executed by a CPU of a main control board. [Fig. 203] 13 is a flowchart showing an example of a start port SW processing executed by the CPU of the main control board. [Fig. 204] 13 is a flowchart showing an example of a gate detection SW process executed by a CPU of the control board. [Fig. 205] 13 is a flowchart showing an example of special pattern processing executed by the CPU of the main control board. [Fig. 206] 13 is a flowchart showing an example of a customer waiting setting process executed by a CPU of a main control board. [Fig. 207] 13 is a flowchart showing an example of a special game determination process executed by a CPU of a main control board. [Fig. 208] 13 is a flowchart showing an example of a variation pattern selection process executed by a CPU of a main control board. [Fig. 209] FIG. 13 is a diagram showing an example of a fluctuation pattern table. [Fig. 210] 11 is a flowchart showing an example of processing during stoppage executed by a CPU of a main control board. [Fig. 211] 13 is a flowchart showing an example of auxiliary pattern processing executed by the CPU of the main control board. [Fig. 212] 13 is a flowchart showing an example of a large prize port processing executed by the CPU of the main control board. [Fig. 213] FIG. 13 is a diagram showing an example of setting the number of rounds / operation pattern. [Fig. 214] 11 is a flowchart showing an example of a game status setting process executed by a CPU of a main control board. [Fig. 215] A flowchart showing an example of a second starting port opening process executed by the CPU of the main control board. [Fig. 216] 11 is a flowchart showing an example of a timer interrupt process executed by a CPU of a performance control board. [Fig. 217] 11 is a flowchart showing an example of a command receiving process executed by a CPU of a performance control board. [Fig. 218] 11 is a flowchart showing an example of a performance selection process executed by a CPU of a performance control board. [Fig. 219] 13 is a flowchart showing an example of processing during the end of a variable performance executed by the CPU of the performance control board. [Fig. 220] 13 is a flowchart showing an example of a winning effect selection process executed by a CPU of the effect control board. [Fig. 221] 13 is a flowchart showing an example of an ending performance selection process executed by a CPU of a performance control board. [Fig. 222] 1A and 1B are diagrams illustrating a main board protection case according to an example of the present embodiment. [Fig. 223] FIG. 2 is an exploded perspective view of a main board protection case including a base. [Fig. 224] 13 is a side view showing a state in which the main board protection case is attached to the base. FIG. [Fig. 225] 10A and 10B are diagrams illustrating a main board protection case according to another example of the present embodiment. [Fig. 226] FIG. 226 is a rear perspective view of the main board protective case of FIG. 225. [Fig. 227] 226 is a diagram illustrating the state in which the main board protection case in FIG. 225 has been removed from the base. [Fig. 228] 13A and 13B are diagrams showing modified examples of a position display portion provided on a main board case. [Fig. 229] 13A and 13B are diagrams showing modified examples of a position display portion provided on a main board case. [Fig. 230] 13A and 13B are diagrams showing modified examples of a position display portion provided on a main board case. [Fig. 231] 13A and 13B are diagrams showing a modified example in which an identification mark is formed on a main board case. [Fig. 232] 13A and 13B are diagrams showing a modified example in which an identification mark is formed on a main board case. [Fig. 233] 13A and 13B are diagrams showing modified examples of the main board case. [Fig. 234] This is a view of the seal portion and the main ROM as seen from diagonally above and behind. [Fig. 235] FIG. 2 is a diagram for explaining the structure of a main control board. [Fig. 236] FIG. 2 is a diagram showing the configuration of a printed circuit board used in a main control board. [Fig. 237] A diagram showing a main board case that houses the main control board shown in Figures 235 and 236. [Fig. 238] This is an exploded oblique view of the main board case including the base of the main board case of Figure 216. [Fig. 239] 13 is a schematic diagram illustrating the procedure for assembling a cutting member, an anti-tamper seal, and a cap to a sealing base portion, focusing on the protruding piece of the upper case piece. [Fig. 240] 13 is an exploded perspective view showing the state immediately before the cutting member, the anti-tamper seal, and the cap are assembled to the sealing base portion 310. FIG. [Fig. 241] 13 is a perspective view showing a state in which an unsealing seal is adhered to a sealing base portion. FIG. [Fig. 242] 11 is a perspective view showing a state in which a cap is attached to an unopenable seal. FIG. [Fig. 243]13 is a perspective view showing the state in which the cap has been removed and the anti-open seal has been broken. FIG. [Fig. 244] 1A and 1B are a front view and a partially enlarged view of an example of an unopenable seal. [Fig. 245] A diagram showing the component layout of the dispensing control board in this embodiment. [Fig. 246] 13 is a diagram illustrating the configuration of the dispensing control board protective case. FIG. [Fig. 247] This is an exploded oblique view of the dispensing control board case. [Fig. 248] This is an exploded oblique view of the dispensing control board case. [Fig. 249] 4A and 4B are diagrams for explaining the structure of an image control board. [Fig. 250] FIG. 2 is a diagram showing a configuration of a printed circuit board used in an image control board. [Fig. 251] 1 is an enlarged view of a portion of a printed wiring board used in an image control board; [Fig. 252] A front view explaining the configuration of the performance control board protective case. [Fig. 253] FIG. 13 is an exploded oblique view of the performance control board case. [Fig. 254] FIG. 13 is an exploded oblique view of the performance control board case. [Figure 255] FIG. 11 is a diagram for explaining another configuration of the main control board according to the embodiment. [Fig. 256] This figure shows the main board case of this embodiment when the main control board described in Figure 255 is stored therein. [Fig. 257] This is an exploded oblique view including the base of the main board case shown in Figure 255. [Fig. 258] FIG. 13 is a diagram illustrating yet another configuration of the main control board according to the present embodiment. [Fig. 259] This is a front view of the main board case of this embodiment when the main control board described in Figure 258 is stored therein. [Fig. 260] This is an exploded oblique view including the base of the main board case shown in Figure 259. [Fig. 261]13A and 13B are diagrams showing the display transition of the image display device and the performance display unit when the RWM is cleared. [Fig. 262] 13 is a diagram showing the display transitions of the image display device, the performance display unit, and the setting display unit when the settings are changed in a case where the gaming machine is equipped with a separate performance display unit and a setting display unit. FIG. [Fig. 263] 13 is a diagram showing the display transitions of the image display device, the performance display unit, and the setting display unit when the settings are changed in a case where the gaming machine is equipped with a separate performance display unit and a setting display unit. FIG. [Fig. 264] 13 is a diagram showing the display transition of the image display device and the performance display unit when the gaming machine is equipped with a performance display unit that also serves as a setting display unit. FIG. [Fig. 265] 13 is a diagram showing the display transitions of the image display device, the performance display unit, and the setting display unit when the gaming machine is equipped with a separate performance display unit and a setting display unit, during setting confirmation. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] (First embodiment) Hereinafter, a first embodiment of the present invention will be specifically described with reference to the drawings.
[0011] (Configuration of gaming machine) First, the configuration of the gaming machine 1 will be described with reference to Fig. 1. Fig. 1 is an example of a front view of the gaming machine 1 in this embodiment.
[0012] The gaming machine 1 is provided with an outer frame 2, a gaming board mounting frame 3 rotatably supported relative to the outer frame 2, a glass frame 4 rotatably supported relative to the gaming board mounting frame 3, and a gaming board 5 on which a gaming area 5a through which gaming balls flow down is formed.
[0013] The outer frame 2 has a decorative plate 2b attached to the lower front of a rectangular base frame 2a whose central portion is open in the front-to-back directions, and is fixed to the island equipment of the amusement arcade via fixing members (e.g., nails, fasteners, etc.).
[0014] The game board mounting frame 3 is detachably connected to the outer frame 2 via a first hinge mechanism 6 at one horizontal end, and is rotatably supported with the first hinge mechanism 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated like a door relative to the outer frame 2, the back side of the game board mounting frame 3 is exposed forward, making it possible to perform maintenance of various devices provided on the back side of the game board mounting frame 3.
[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 via the second hinge mechanism 7 at one horizontal end, and is supported rotatably with the second hinge mechanism 7 as a fulcrum. Therefore, when the glass frame 4 is rotated like a door relative to the game board mounting frame 3, the game area 5a of the game board 5 and the front part of the game board mounting frame 3 can be opened or closed.
[0016] An opening 8 (window portion) that opens in the front-to-back direction is formed in approximately the center near the top of the glass frame 4, and a transparent member 8a (such as a glass plate or an acrylic plate) is attached to cover the opening 8 from the rear, making the playing area 5a visible through this opening 8 and the transparent member 8a.
[0017] Around the opening 8 in the glass frame 4, there are provided an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative lamps (LEDs), an upper tray 11 for storing multiple game balls such as game balls paid out from the game ball payout device 100 described below, a lower tray 12 for receiving and storing game balls that do not fit into the upper tray 11 and flow into the overflow ball flow path described below, and a launch operation device 13 that can be operated to launch the game balls.
[0018] The audio output devices 9 are provided at two locations on the top of the glass frame 4 with a gap between them, and are adapted to perform sound (music, audio) effects by outputting BGM (background music), SE (sound effects), etc. A plurality of frame lighting devices 10 are provided around the opening 8, and perform lighting effects by changing the direction of light irradiation and the color of light emitted from each lamp (LED). The frame lighting devices 10 are also equipped with an alarm LED 10a that is controlled to light up / blink when the glass frame 4 opens or a dispensing abnormality, which will be described later, occurs.
[0019] The bottom surface of the storage section 11a of the game balls of the upper tray 11 slopes downward toward the direction (right direction) of the launch operation device 13, and a ball feed solenoid 11b is provided at the end of the downward slope. When the game balls stored in the storage section 11a of the upper tray 11 flow down and reach the ball feed solenoid 11b, the game balls are sent out one by one toward the game board mounting frame 3 by the operation of the ball feed solenoid 11b.
[0020] In addition, in the central front part of the upper tray 11, a performance button device 16 and a selection button device 18 (see Figure 1) are lined up on the left and right sides, and function as input devices for performing decision operations and selection operations related to various performances described below.
[0021] The effect button device 16 is provided with an effect button 17 (not shown) that can perform operations such as decision operations (operation input), an effect button detection switch 17a (see Figure 2) that detects operations on the effect button 17, and a button drive device 17b (see Figure 2) for driving the effect button 17, allowing the player to input specified information to the gaming machine 1.
[0022] The performance button 17 is capable of producing performance illumination by lighting up the performance button LED (full color), which is part of the frame lighting device 10 (see Figure 2), in a predetermined illumination mode, and can perform performance operations by moving vertically between a waiting position (origin position) located below and a performance position located above by the driving force of a button driving motor, which is part of the button driving device 17b, and / or vibrating in a predetermined vibration mode by the driving force of a button vibration motor, which is part of the button driving device 17b, and is detected to be in the origin position by a button position detection sensor (not shown).
[0023] The selection button device 18 is provided with a cross key 19 (not shown) which can perform operations such as selection operations, and a cross key detection switch 19a (see Figure 2) which is connected to the cross key 19 and detects operations on the cross key 19, enabling the player to input specified information into the gaming machine 1.
[0024] Further, a lending / returning operation unit 20 capable of lending game balls and returning storage media such as cards that store the remaining balance is provided on the right side of the upper tray 11. When a lending button (not shown) on the lending / returning operation unit 20 is operated, a ball lending machine (not shown) attached to the gaming machine 1 subtracts the remaining balance stored in the storage media and lends game balls, and when a return button (not shown) on the lending / returning operation unit 20 is operated, the storage media is returned from the ball lending machine (not shown).
[0025] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) is formed to receive game balls that do not fit into the upper tray 11 and guide them to the lower tray 12. In addition, a tray full detection switch 32a (see FIG. 2) is provided in the middle of the overflow ball flow path to detect when the lower tray 12 is full of game balls, and while the tray full detection switch 32a detects that the lower tray 12 is full, the payout of game balls by the game ball payout device 100 described later is stopped.
[0026] The launch operation device 13 is provided with a base 14 fixed to the glass frame 4, a launch handle 15 rotatably mounted on the base 14, a touch sensor 15a (see FIG. 2) that detects that the player's hand is touching the launch handle 15, a launch volume 15b (see FIG. 2) made of a variable resistor whose resistance value changes depending on the rotation angle of the launch handle 15, and a handle light-emitting device 15c for illuminating the launch handle 15 in a predetermined manner. When the touch sensor 15a detects that the player's hand is touching the launch handle 15, the ball-feeding solenoid 11b is activated and game balls are sent out one by one.
[0027] The handle light-emitting device 15c constitutes the front part of the launch handle 15 and is formed in a dome shape that bulges forward, with multiple LEDs disposed in an internal space defined by a light-transmitting lens member. The LEDs emit light, making it possible to perform a light-emitting effect in which the launch handle 15 emits light in a predetermined manner.
[0028] The game board mounting frame 3 is provided with a game board mounting portion 25 for mounting the game board 5, a launching device 26 for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch 31a for detecting the opening (opening or closing) of the glass frame 4.
[0029] The game board mounting section 25 is formed in a recessed chamber shape that opens forward at approximately the center near the top of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-to-rear direction is provided at the back of the recessed chamber of the game board mounting section 25, and various devices provided on the back side of the game board 5 face the rear of the game machine 1 through this opening.
[0030] The launching device 26 is provided with a launching member 28 for launching game balls, a launching solenoid 28b (see FIG. 2) for driving the launching member 28, a launching rail 29 that slopes upward from the launching member 28 toward the lower left end of the game board, and a stopper 30 that stops the game ball A at the launch position, which is the lower end of the slope of the launching rail 29. Then, when the game ball sent out by the ball sending solenoid 11b is received at the launch position, the game ball A is launched toward the game area 5a by the operation of the launching member 28.
[0031] The lock mechanism 27 is provided on the right side of the game board mounting part 25, and the front end of the cylinder in which a keyhole is formed is exposed on the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and rotated in one direction, the game board mounting frame 3 is unlocked and the game board mounting frame 3 can be opened and closed, and when it is rotated in the other direction, the glass frame 4 is unlocked and the glass frame 4 can be opened and closed.
[0032] At a position near the outer edge of the game board 5, there are provided a curved inner rail 35, a curved outer rail 36 located on the outer side of the inner rail 35, and a guide member 37 for guiding game balls toward the center of the game area 5a. A launched ball guide path 38 for guiding game balls launched by the launching device 26 to the upstream part of the game area 5a is formed between the inner rail 35 and the outer rail 36. In addition, at the most downstream part of the game area 5a, an outlet 39 for guiding the game balls that have flowed down to outside the game area (the collection part of the game board mounting frame 3) is formed.
[0033] A decorative frame 40, which is a frame-like frame that restricts the entry of game balls into the interior, known as a center case, is provided in the approximate center of the game area 5a, and a performance space 40a is formed inside the decorative frame 40. A warp device 41 that introduces game balls flowing down the game area 5a into the decorative frame 40 is provided on the side of the decorative frame 40, and a stage section 42 that rolls the game balls introduced into the decorative frame 40 by the warp device 41 and causes them to flow down below the decorative frame 40 is provided at the bottom of the decorative frame 40.
[0034] At the bottom of the game area 5a, there are provided, spaced apart, multiple (four in this embodiment) general winning openings 43 through which game balls can always enter (become) a prize. When a game ball that has entered (becomes) a general winning opening 43 is detected by a general winning opening detection switch 43a (see Figure 2), a predetermined number (for example, 10) of game balls are paid out as prize balls from a game ball payout device 100 (not shown) to the upper tray 11.
[0035] On both sides (left side area, right side area) of the game area 5a, there are provided normal gates 44 (normal start areas) through which the game ball can pass, and when the game ball passing through the normal gates 44 is detected by the gate detection switch 44a (see FIG. 2), a normal symbol winning lottery (auxiliary game judgment) is held. The normal symbol winning lottery will be described later.
[0036] A first start hole 45 (special symbol start area) where game balls can always enter is provided at the bottom of the game area 5a and directly below the stage section 42. When a game ball that has entered the first start hole 45 is detected by the first start hole detection switch 45a (see FIG. 2), a predetermined number of game balls (for example, three balls) are paid out as prize balls from the game ball payout device 100 to the upper tray 11. In addition to the payout of prize balls, a jackpot lottery (special game judgment) for a first special symbol (identification information) is held, which will be described later.
[0037] Below the first starting hole 45 is provided a variable starting section 46 which is converted from a closed state (basic mode) in which it is impossible or difficult for the game ball to enter the hole, to an open state (special mode) in which it is possible or easy for the game ball to enter the hole, based on the satisfaction of a predetermined condition (winning the lottery for a normal pattern).
[0038] The variable start section 46 is provided with a second start port 47 (special starting area) through which the game ball can enter (enter), a second start port detection switch 47a (see FIG. 2) that detects the entry (entry) of the game ball into the second start port 47, a movable member 48 that converts (varies) the second start port 47 between a closed state and an open state, and a second start port opening / closing solenoid 48b (see FIG. 2) for converting the movable member 48 between an open state and an closed state. When the second start port 47 is in a closed state, it is impossible or difficult for the game ball to enter, and when the second start port 47 is in an open state, it is possible or easy for the game ball to enter (enter).
[0039] In addition, when a game ball that has entered the second start hole 47 is detected by the second start hole detection switch 47a, a predetermined number of game balls (for example, three balls) are paid out as prize balls from the game ball payout device 100 to the upper tray 11. In addition to the payment of prize balls, a big win lottery (special game judgment) for a second special pattern (identification information) described later is held.
[0040] Between the first starting hole 45 and the variable starting section 46, a winning hole lamp NR (not shown) is provided for illuminating the first starting hole 45 and the area around the variable starting section 46 in a predetermined manner, and a light-emitting effect can be created by illuminating the board lighting device 76 having multiple lamps (full-color LEDs, etc.).
[0041] Above the guide member 37 and downstream of the right-side regular gate 44, there is provided a variable winning section 49 which is converted from a closed state (basic mode) in which the game ball cannot win (enter) the prize (ball enters the prize draw) to an open state (special mode) in which the game ball can win (enter) the prize (ball enters the prize draw) when a predetermined condition is met (winning the jackpot lottery for a special symbol).
[0042] The variable winning section 49 is provided with a large winning opening 50 through which a game ball can win (enter), a large winning opening detection switch 50a (see FIG. 2) for detecting the winning (entering) of a game ball into the large winning opening 50, an opening / closing member 51 for converting (variable) the large winning opening 50 between a closed state and an open state, and a large winning opening opening / closing solenoid 51b for converting the opening / closing member 51 between open and closed. When the large winning opening 50 is in a closed state, it is impossible or difficult for a game ball to win, and when the large winning opening 50 is in an open state, it is possible or easy for a game ball to win (enter).
[0043] In addition, when a game ball that has entered the large prize opening 50 is detected by the large prize opening detection switch 50a, a predetermined number of game balls (for example, 15 balls) are paid out from the game ball payout device 100 to the upper tray 11 as prize balls.
[0044] On the back side of the game board 5, there is provided an out-ball flow path that receives and collects game balls that have won in the general winning hole 43, the first starting hole 45, the second starting hole 47, and the special winning hole 50 and are detected by the general winning hole detection switch 43a, the first starting hole detection switch 45a, the second starting hole detection switch 47a, and the special winning hole detection switch 50a, as well as game balls that have flowed into the out hole 39, and allows them to flow down, and an out-ball detection switch 52a is provided at the most downstream part of the out-ball flow path. Game balls that have flowed down this out-ball flow path and are detected by the out-ball detection switch 52a are discharged from the discharge port on the back side of the game machine 1 to the outside of the game machine 1 (island equipment).
[0045] Outside the game area 5a, there are a first special symbol display 60, a second special symbol display 61, a normal symbol display 62, a first special symbol reserved display 63, a second special symbol reserved display 64, and a normal symbol reserved display 65, a round number display 66 (see FIG. 2) that displays the number of rounds when a jackpot game (special game mode) described later is executed, a right-hand hit display 67 (see FIG. 2) that prompts the player to shoot a game ball toward the right area of the game area 5a during a jackpot game (special game) or a time-saving game state, and a state confirmation display 68 (see FIG. 2) that indicates that the game is set to a setting change mode or a setting confirmation mode described later. A main information display device 59 is provided.
[0046] In addition, a winning probability display sticker (not shown) is attached near the main information display device 59. The winning probability display sticker has the winning probability (1 / 285 to 1 / 300) of the big win of the gaming machine 1 of this embodiment and a set value (4 to 1) printed on it. Note that the attachment position of this winning probability display sticker 200 is one example, and is not limited to the vicinity of the main information display device 59, and may be on the front (surface) of the gaming machine 1.
[0047] The first special pattern display 60 is a variable display for displaying (informing) the result of a jackpot lottery for a first special pattern which is held on the condition that a gaming ball enters (sinks) the first starting hole 45, the second special pattern display 61 is a variable display for displaying (informing) the result of a jackpot lottery for a second special pattern which is held on the condition that a gaming ball enters (sinks) the second starting hole 47, and the normal pattern display 62 is a variable display for displaying (informing) the result of a winning lottery for a normal pattern which is held on the condition that a gaming ball enters (sinks) the normal gate 44.
[0048] The first special symbol jackpot lottery corresponds to obtaining a random number value for jackpot determination or the like (judgment information) when a game ball enters the first starting hole 45, and comparing the obtained random number value for jackpot determination with a jackpot judgment value to judge whether or not there is a "jackpot". When the first special symbol jackpot lottery is held, the first special symbol is displayed in a variable manner on the first special symbol display 60, and after a predetermined time has passed, the first special symbol is displayed stationarily to indicate the lottery result. In other words, the stationary display of the first special symbol serves as a notice of the lottery result.
[0049] The lottery for the second special symbol corresponds to obtaining a random number value for determining a jackpot (judgment information) when a game ball enters the second starting hole 47, and comparing the obtained random number value for determining a jackpot with a jackpot judgment value to judge whether or not there is a "jackpot". When the lottery for the second special symbol is performed, the second special symbol is displayed in a variable manner on the second special symbol display 61, and after a predetermined time has passed, the second special symbol is displayed as a stationary display indicating the lottery result. In other words, the stationary display of the second special symbol serves as a notification of the lottery result.
[0050] The first special symbol display 60 and the second special symbol display 61 are each composed of a plurality of LEDs, and the LEDs of the corresponding display blink at a predetermined interval or sequence when each special symbol changes. When the special symbol is displayed in a static manner, the LEDs light up in a manner that indicates the result of each jackpot lottery (jackpot mode, loss mode).
[0051] In this embodiment, the term "jackpot" refers to a state in which the right to play a jackpot game (special game) is acquired in the jackpot lottery (special game judgment) for the first special symbol or the jackpot lottery (special game judgment) for the second special symbol. The term "jackpot game" refers to a game state in which a round game in which the jackpot opening 50 is opened in a predetermined manner is played a predetermined number of times (for example, 4 times or 15 times).
[0052] In addition, the maximum number of times the big prize opening 50 is opened and the maximum opening time in each round of play are predetermined, but even if the maximum number of times the big prize opening 50 is opened and the maximum opening time are not reached, if a predetermined number of game balls (for example, 9 balls) enter the big prize opening 50, one round of play ends. In other words, the "big prize game (special game)" is a game state that is advantageous for a player who is likely to win prize balls. In this embodiment, any one of a plurality of types of big prize games that differ in the degree of advantage to the player can be generated, which will be described in detail later.
[0053] The winning lottery for the normal symbol corresponds to obtaining a random number value for winning judgment when the game ball passes through the normal symbol gate 44, and comparing the obtained random number value for winning judgment with the winning judgment value to determine whether or not there is a "win". When the winning lottery for the normal symbol is performed, the normal symbol display 62 displays a variable normal symbol, and after a predetermined time has passed, the normal symbol is displayed stationarily to indicate the lottery result. In other words, the stationary display of the normal symbol is a notification of the lottery result.
[0054] The normal symbol display 62 is composed of one or more LEDs, and the LEDs flash at a predetermined interval or sequence when the normal symbol is displayed. When the normal symbol is displayed in a stationary state, the LEDs light up in a manner that indicates the result of the winning lottery (win or lose).
[0055] In this embodiment, "win" refers to a state in which the right to execute a win state (auxiliary game) is acquired in a winning lottery for normal symbols. "Winning game (auxiliary game)" refers to a game state in which the second starting hole 47 is opened in a predetermined manner.
[0056] In addition, the maximum number of times the second start hole 47 is opened and the maximum opening time in the winning game (auxiliary game) are determined in advance, but even before the maximum number of times the second start hole 47 is opened and the maximum opening time is reached, if a predetermined number of game balls (for example, 9 balls) enter the second start hole 47, the winning game (auxiliary game) ends. In other words, the "winning game (auxiliary game)" is a game state in which the variable display of the second special symbol is easily executed (the starting condition for the variable display is easily established). In addition, in this embodiment, multiple types of winning games (auxiliary games) with different degrees of advantage to the player are provided, which will be described in detail later.
[0057] The first special symbol reserved indicator 63 is composed of multiple LEDs, and is for displaying the number of rights (first reserved memories) for a jackpot lottery for the first special symbol (variable display of the first special symbol) that is stored when a game ball enters (enters) the first starting hole 45, and lights up or flashes in a manner that indicates the number of first reserved memories. Note that, although a maximum of four first reserved memories can be stored, the number may be more or less than four.
[0058] The second special symbol reserved indicator 64 is composed of multiple LEDs, and is for displaying the number of rights (second reserved memories) for a jackpot lottery for the second special symbol (variable display of the second special symbol) that is stored when a game ball enters the second starting hole 47, and lights up or blinks in a manner indicating the number of second reserved memories. Note that, although a maximum of four second reserved memories can be stored, the number may be more or less than four.
[0059] The normal symbol reserved indicator 65 is composed of multiple LEDs, and is for displaying the number of rights (normal symbol reserved memories) to hold a winning lottery for a normal symbol (variable display of normal symbols) that is stored when a game ball enters (passes) the normal symbol gate 44, and lights up or blinks in a manner that indicates the number of normal symbol reserved memories. Note that, although a maximum of four normal symbol reserved memories can be stored, the number may be more or less than four.
[0060] The first special symbol display 60 and / or the second special symbol display 61 can also be configured with a 7-segment LED. For example, if the special symbol jackpot lottery is won, a "7" is displayed as a stop sign, and if it is lost, a "-" is displayed as a stop sign, and during the variable display, the light is turned off and the "-" is alternately displayed. Before the variable display of the special symbol starts, the stopped result of the previous variable display is displayed by the LED being lit, so that the start of the variable display can be easily understood by starting with the LED being turned off.
[0061] The round number indicator 66 is composed of multiple LEDs and is for displaying the number of rounds when a jackpot state (special game state) occurs, and starts lighting the LEDs in a predetermined manner indicating the number of rounds when a jackpot game starts, keeps the LEDs lit during the jackpot game, and turns off the LEDs when the jackpot game ends. For example, if the jackpot game has two rounds, only the fourth LED from the left lights up, and if the jackpot game has sixteen rounds, all the LEDs light up.
[0062] The right-hit indicator 67 is composed of one LED and is intended to display a right-hit indication that encourages the player to fire the game ball toward the right-side game area (so-called right hit) during a jackpot state (special game state) and during a time-limited game state, and the LED lights up during the jackpot state (special game state) and during the time-limited game state.
[0063] The status confirmation indicator 68 is composed of one LED and is for indicating that a setting change mode, which will be described later, or a setting confirmation mode, which will be described later, is set, and when the setting change mode or the setting confirmation mode is entered, the LED starts to light up, and when the setting change mode or the setting confirmation mode is ended, the LED goes out. In this way, since the status confirmation indicator 68, which indicates that the setting change mode or the setting confirmation mode is set, is provided on the front (surface) of the gaming machine, it is possible to easily check whether the setting change mode or the setting confirmation mode is set.
[0064] The installation position of the status indicator 68 is merely an example, and is not limited to that of this embodiment, and may be any position as long as it is on the front (surface) of the gaming machine 1.
[0065] In this embodiment, the same display mode (lighting display) is displayed whether the setting change mode or the setting check mode is set, but the display may be made so that it is possible to recognize which mode it is set to. For example, when the setting change mode is set, the status check indicator 68 may be displayed as a lit display, and when the setting check mode is set, the status check indicator 68 may be displayed as a flashing display, or when the setting change mode is set, the status check indicator 68 and one of the indicators of the second game information display device 69 may be displayed as a lit display, and when the setting check mode is set, only the status check indicator 68 may be displayed as a lit display.
[0066] In this embodiment, the status confirmation indicator 68 is provided as a dedicated indicator for indicating that the setting change mode or the setting confirmation mode is set, but it may be used in combination with another indicator. For example, in the setting change mode and the setting confirmation mode, the main information display device 59 and the second game information display device 69 described later are turned off, so these indicators may be used. Specifically, one LED of the indicator of either the main information display device 59 or the second game information display device 69 may be turned on, or all LEDs of the main information display device 59 and the second game information display device 69 may be turned on.
[0067] At the lower right inside of the play area 5a, a sub information display device 80 is provided, which is made up of a sub first change indicator 81, a sub second change indicator 82, a sub first reserve indicator 83, a sub second reserve indicator 84, a sub normal map change indicator 85, a sub normal map reserve indicator 86, and a sub right hit indicator 87 that encourages the player to shoot the game ball toward the right area of the play area 5a (so-called right hit). Note that the sub information display device 80 is not provided with an indicator such as the above-mentioned state confirmation indicator 68 that indicates that the setting change mode or setting confirmation mode, which will be described later, is set.
[0068] The sub-first variable indicator 81 is for displaying (informing) the result of the jackpot lottery for the first special symbol, and the sub-second variable indicator 82 is for displaying (informing) the result of the jackpot lottery for the second special symbol, and each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED blinks (variable display) at a predetermined interval, and when the corresponding special symbol is displayed stationary, the result of the jackpot lottery (lights up in the case of a jackpot, goes out in the case of a loss) is displayed stationary.
[0069] In addition, in order to enable the user to know only whether or not the special pattern is being displayed in a changing state, the sub-first change display 81 and the sub-second change display 82 may be configured to flash while the special pattern is being displayed in a changing state, and to light up or go out when the special pattern is displayed as stopped.
[0070] The sub-first hold indicator 83 is for displaying the number of first hold memories, and the sub-second hold indicator 84 is for displaying the number of second hold memories, each consisting of two LEDs, one on the left and one on the right. When the number of hold memories is "0", the left LED is turned off, when the number of hold memories is "1", the left LED is turned on and the right LED is turned off, when the number of hold memories is "2", the left LED is blinking and the right LED is turned on, when the number of hold memories is "3", the left LED is blinking and the right LED is blinking, when the number of hold memories is "4", the left and right LEDs are blinking.
[0071] The sub-regular symbol variation indicator 85 is for displaying (informing) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED blinks (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode showing the result of the winning lottery (lights up in the case of a win, turns off in the case of a loss) is displayed in a static state.
[0072] In addition, in order to enable the user to know only whether or not the sub-regular pattern change display 85 is displaying a change in the regular pattern, the sub-regular pattern change display 85 may be configured to flash while displaying a change in the regular pattern, and to light up or go out when the regular pattern is displayed as stopped.
[0073] The sub-regular map reserved indicator 86 is for displaying the number of reserved maps, and is composed of two LEDs arranged side by side. When the number of reserved maps is "0", the left and right LEDs are turned off, when the number of reserved maps is "1", the left LED is turned on and the right LED is turned off, when the number of reserved maps is "2", the left LED flashes and the right LED is turned on, and when the number of reserved maps is "4", the left and right LEDs flash.
[0074] A first image display device 70 (main LCD) consisting of an LCD display is provided at the back of the performance space 40a, and a second image display device 71 (sub LCD) consisting of an LCD display with a smaller display area than the first image display device 70 (main LCD) is provided at the bottom of the performance space 40a in front of the first image display device 70 (main LCD).A first movable member 73 modeled after a character's face is provided at the top of the performance space 40a, and a circular second movable member 74 is provided at the right part of the performance space 40a.
[0075] The image display device consisting of the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) displays various effects according to the progress of the game. The effects include a customer waiting demo effect executed during a customer waiting state (a waiting state in which the game is not progressing) in which the special symbol variable display is not performed, and a variable effect accompanied by a variable display of the performance symbol 70a executed during the variable display of the special symbol.
[0076] The display section (effective display area) of the first image display device 70 (main LCD) has three columns of variable display areas, namely a left area, a central area, and a right area, and the changing display of the performance pattern 70a is performed by scrolling the performance pattern 70a displayed in each variable display area vertically (from top to bottom in this embodiment).
[0077] The performance pattern 70a is composed of patterns showing numbers from "1" to "9", for example, and the display of the performance pattern 70a is performed in response (synchronization) to the display of the special patterns executed by the first special pattern display device 60 and the second special pattern display device 61. That is, the display of the performance pattern 70a starts in response to the start of the display of the special patterns, the display of the performance pattern 70a is temporarily stopped (oscillated) before the display of the special patterns stops, and the display of the performance pattern 70a stops (still) in response to the display of the special patterns. In addition to the patterns showing numbers, the performance pattern 70a may be provided with patterns showing alphabets such as "A" to "F".
[0078] Note that a "temporary stop display" refers to a state in which the performance pattern 70a slightly shakes or deforms slightly, making it appear to the player that the performance pattern 70a is stopped (but is not completely stopped).
[0079] In the stopped display of the performance symbol 70a, the performance symbol 70a stops for a predetermined time (for example, 0.5 seconds) in a predetermined mode (miss mode, jackpot mode, etc.) that indicates the result of the jackpot lottery. The jackpot mode (special result mode) is a combination of the same performance symbols such as "777" or a combination of performance symbols with a pattern such as "357", and the miss mode is any other mode. Note that the mode of the variable display of the performance symbol 70a is not limited to this, and it may be one that scrolls left and right, or one that rotates (spins) on the spot.
[0080] In addition, while the display of the performance pattern 70a is changing, various performance images and movies such as reach effects, background images, characters, etc. are displayed on the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD) depending on the result of the jackpot lottery, thereby increasing the player's anticipation of the execution of a jackpot (special game) (hereinafter referred to as the ``expectation of winning the jackpot'').
[0081] Here, the "reach effect" means a variation mode that makes the player expect a big win game to be executed, such as a part of the combination of the effect patterns 70a that notify a big win temporarily stopping and other effect patterns 70a changing. For example, when a combination of the effect patterns 70a with three digits "777" is set as a combination of the effect patterns 70a that notify a big win (big win result mode), it means a mode in which two effect patterns 70a temporarily stop at "7" in the left and right areas, and the remaining effect patterns 70a change in the center area.
[0082] In this embodiment, there are five types of reach effects: a "normal reach effect", an "SP reach effect", an "SPSP reach effect", and a "full rotation reach effect".
[0083] A "normal reach effect" is a reach effect that is executed in a state where the background image before the normal reach effect is displayed, two effect patterns 70a are temporarily stopped in the left and right areas, and the remaining one effect pattern 70a fluctuates in the central area to form a reach state.
[0084] An "SP reach performance" is a reach performance that is executed after a normal reach performance, in which the performance pattern 70a that has formed the reach state is displayed in a reduced size in the corner of the screen, and a movie (video, animation, etc.) that has a higher performance effect (higher expectation of a jackpot) than the normal reach performance is played.
[0085] An "SPSP reach performance" is a reach performance that is executed after a normal reach performance or an SP reach performance, and in which a movie (video, animation, etc.) is played that has a higher performance effect (higher expectation of a jackpot) than a normal reach performance or an SP reach performance.
[0086] The "full rotation reach effect" is a reach effect that changes at a low speed when all the combinations of the multiple performance symbols 70a that notify a jackpot are complete. In this embodiment, this reach effect is executed only when a jackpot is won in the jackpot lottery.
[0087] In this embodiment, as the jackpot winning expectation level related to the reach effect, it increases in the order of normal reach effect < SP reach effect < SPSP reach effect < full rotation reach effect (jackpot determined).
[0088] Also, on the display unit of the first image display device 70 (main liquid crystal), there are a first hold icon display area 70B for displaying a number of first hold icons corresponding to the number of current first hold memories, which is the first special symbol hold number (U1), a second hold icon display area 70D for displaying a number of second hold icons corresponding to the number of current second hold memories, which is the second special symbol hold number (U2), and an icon display area 70C for displaying the relevant icon corresponding to the variable display of the special symbol (performance symbol 70a) being executed.
[0089] The first hold icon display area 70B is partitioned in the form of a first display unit 70B1, a second display unit 70B2, a third display unit 70B3, a fourth display unit 70B4, etc. from the side closer to the icon display area 70C. In each display unit 70B1 to 70B4, a number of first hold icons corresponding to the first special symbol hold number (U1) are displayed. That is, the number of first hold icons increases or decreases corresponding to the increase or decrease of the first special symbol hold number (U1).
[0090] Specifically, in the first display unit 70B1, a first hold icon H11 indicating the first hold memory in which the variable display of the first special symbol is first executed is displayed. In the second display unit 70B2, a first hold icon H12 indicating the first hold memory in which the variable display of the first special symbol is second executed is displayed. In the third display unit 70B3, a first hold icon H13 indicating the first hold memory in which the variable display of the first special symbol is third executed is displayed. In the fourth display unit 70B4, a first hold icon H14 indicating the first hold memory in which the variable display of the first special symbol is fourth executed is displayed.
[0091] The second reserved icon display area 70D is divided into a first display section 70D1, a second display section 70D2, a third display section 70D3, and a fourth display section 70D4 from the side closer to the icon display area 70C, and the number of second reserved icons corresponding to the second special symbol reserved number (U2) is displayed on each display section 70D1 to 70D4. In other words, the number of second reserved icons increases or decreases in response to the increase or decrease in the second special symbol reserved number (U2).
[0092] Specifically, the first display section 70D1 displays a second reserved icon H21 indicating the second reserved memory in which the variable display of the second special symbol is executed first, the second display section 70D2 displays a second reserved icon H22 indicating the second reserved memory in which the variable display of the second special symbol is executed second, the third display section 70D3 displays a second reserved icon H23 indicating the second reserved memory in which the variable display of the second special symbol is executed third, and the fourth display section 70D4 displays a second reserved icon H24 indicating the second reserved memory in which the variable display of the second special symbol is executed fourth. In this embodiment, the "first special symbol reserved number" may be referred to as the "first reserved number" and the "second special symbol reserved number" may be referred to as the "second reserved number".
[0093] In the icon display area 70C, the first reserved icon displayed in the first display section 70B1 of the first reserved icon display area 70B or the second reserved icon displayed in the first display section 70D1 of the second reserved icon display area 70D moves (shifts) in response to the start of the variable display of the special pattern (performance pattern 70a), and the icon TH disappears (is erased) when the variable display of the special pattern (performance pattern 70a) ends. The icon may be erased during the variable display of the special pattern (performance pattern 70a). In this embodiment, the "first reserved icon", the "second reserved icon", and the "icon" may be collectively referred to as "icon".
[0094] The first movable member 73 is capable of producing a dramatic light effect by lighting up the first movable member LED (full color), which is part of the board lighting device 76 (see Figure 2), in a predetermined light emission mode, and is capable of performing a dramatic action by moving vertically between a waiting position (origin position) located above and a dramatic position located below by the driving force of the first movable member drive motor, which is part of the board drive device 75 (see Figure 2), and is detected to be in the origin position by a first position detection sensor (not shown).
[0095] The second movable member 74 is capable of producing a dramatic light effect by lighting up the second movable member LED (full color), which is part of the board lighting device 76 (see Figure 2), in a predetermined light emission mode, and is capable of performing a dramatic action by moving diagonally up and down between a waiting position (origin position) located in the upper right and a dramatic position located in the lower left by the driving force of the second movable member drive motor, which is part of the board drive device 75 (see Figure 2), and is detected to be in the origin position by a second position detection sensor (not shown).
[0096] The first movable member 73 and the second movable member 74 are configured so that their performance positions overlap partially, and therefore the first movable member 73 and the second movable member 74 do not basically move simultaneously and therefore do not collide with each other.
[0097] In addition, if the first movable member 73 and the second movable member 74 do not collide with each other, one movable member may be moved to its performance position when it returns to a position that does not overlap with the performance position of the other movable member.
[0098] On the back side of the game board mounting frame 3 and the game board 5, there are a game ball payout device 100 for paying out game balls based on the establishment of a predetermined payout condition (prize ball, ball loan), a game ball storage section (not shown) that stores game balls supplied from an island facility or the like and supplies them to the game ball payout device 100, a main control device 110A (not shown) that incorporates a main control board 110 that comprehensively controls the progress of the game, and a control circuit for controlling the game ball payout device 100 in response to a payout control command from the main control board 110. The gaming machine is equipped with a payout control device 120A (not shown) that incorporates a payout control board 120 which performs the above-mentioned operations, a presentation control device 130A (not shown) that incorporates a presentation control board 130 which controls the presentation in response to presentation control commands from the main control board 110, a power supply device 160A (not shown) that incorporates a power supply board 160 which supplies power supply voltage to various control devices, and a game information output terminal board 90 (see Figure 2) for outputting game information (game signal) to the outside of the gaming machine.
[0099] Main control device 110A comprises main control board 110 having various electronic components mounted on its surface, a board case made of transparent resin for accommodating main control board 110 therein, sealing seal 104 for restricting the opening of the board case, and transparent resin seal cover member 105 attached to the board case so as to cover sealing seal 104.
[0100] On the front side of the main control board 110, there are mounted a main control unit 110m consisting of a one-chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal to clear the memory contents of the main RAM 110c of the main control unit 110m or to update a setting value which is the stage of the advantageous degree of the game (differentiating the advantageous degree of the game), a setting key switch 112a for inputting a signal to transition to a state in which the setting value can be changed by operation using the setting key or to a state in which the setting value can be confirmed, and an information display 113 for displaying performance information and setting values which enable the actual performance of the gaming machine 1 to be grasped.
[0101] The information display 113 is for displaying setting values and performance information (normal base values, described later), and is configured by arranging four 7-segment displays (113a to 113d) having decimal points DP side by side. The two 7-segment displays corresponding to the upper two digits form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays corresponding to the lower two digits form a numeric segment for displaying numeric information indicating the setting values and performance information values.
[0102] The board case has a recessed lower case member with an open portion facing the back side of main control board 110, and an upper case member with a recessed upper portion facing the front side of main control board 110. When the lower case member and the upper case member are closed, a storage space for accommodating main control board 110 is formed.
[0103] A model name sticker on which the model name (model name) of the gaming machine 1 is printed and a control number sticker on which the control number of the main control board 110 is printed are attached side by side on the upper surface of the upper case member so as not to overlap the information display 113. An operating member 108 for pressing (ON) the actuator of the RWM clear switch 111a is loosely fitted in a position corresponding to the RWM clear switch 111a. Pressing the operating member 108 turns the RWM clear switch 111a ON.
[0104] Also, at a position corresponding to the setting key switch 112a, an insertion section (not shown) for inserting the setting key into the keyhole of the setting key switch 112a is formed. This insertion section has an opening for exposing the keyhole of the setting key switch 112a to the outside, and a cylindrical section extending rearward from the edge of the opening so as to cover the periphery of the setting key switch 112a. When the setting key is inserted into the keyhole of the setting key switch 112a through the opening and turned rightward from the initial position, the setting key switch 112a turns ON and the setting key cannot be removed from the keyhole, and when turned leftward and returned to the initial position, the setting key switch 112a turns OFF and the setting key can be removed from the keyhole.
[0105] The management number sticker has an opener section for writing the name of the person who opened the main control board 110, and an opening date section for writing the date on which the main control board 110 was opened, arranged side by side on the surface of a colorless and transparent base sticker.
[0106] The opener writing section has four colored (white) writing areas (first to fourth writing areas) spaced apart vertically, and transparent window areas are provided between each writing area to allow the electronic components mounted on the surface of the main control board 110 to be visually confirmed.
[0107] The opening date entry section has four colored (white) writing areas (first to fourth writing areas) spaced apart vertically, and transparent window areas are provided between each writing area to allow the electronic components mounted on the surface of the main control board 110 to be visually confirmed.
[0108] The first to fourth writing areas of the opener entry section are adjacent to the first to fourth writing areas of the opening date entry section with a gap between them, and transparent window areas are provided between each writing area to allow the electronic components mounted on the surface of the main control board 110 to be visually confirmed.
[0109] A performance display unit that is a unit consisting of four seven-segment displays and a circuit section made up of a board may be mounted on the main control board as the information display 113. Even in this case, it is preferable to arrange them so that they do not overlap each other in the front and back, so that visibility is not restricted (obstructed) by the model name sticker and the management number sticker.
[0110] In addition, rather than mounting the RWM clear switch 111a, the setting key switch 112a, and the information display 113 on the main control board 110, at least one of the RWM clear switch 111a, the setting key switch 112a, and the information display 113 may be mounted on a dedicated board and connected to the main control board 110 by board-to-board connection so as to be enclosed in the board case of the main control board 110.
[0111] Furthermore, the RWM clear switch 111a may not be mounted on the main control board 110 or a dedicated board contained in the board case of the main control board 110, but may be provided on the power supply board 160, on the back side of the game board mounting frame 3, or on the back side of the glass frame 4, as long as the switch is located in a position where the player cannot operate it. Even in this case, it is preferable that a signal from the RWM clear switch 111a is input to the main control unit 110m.
[0112] Also, instead of inputting a signal for clearing the contents stored in the main RAM 110c or updating the set value by operating the RWM clear switch 111a, a dedicated setting switch for inputting a signal for updating the set value separately from the RWM clear switch 111a may be provided. In this case, the RWM clear switch 111a and the setting switch may be mounted on the main control board 110 or a dedicated board contained in the board case of the main control board 110, or may be provided on the power supply board 160 in a position where the player cannot operate it, on the back side of the game board mounting frame 3, or on the back side of the glass frame 4.
[0113] In addition, rather than displaying both the performance information and the setting value on the information display 113, another display may be implemented on the main control board 110 or on a dedicated board contained in the board case of the main control board 110, and the performance information may be displayed on one of the display devices and the setting value may be displayed on the other display device.
[0114] (Control configuration of gaming machine 1) Next, the control configuration of the gaming machine 1 will be specifically described with reference to Fig. 2. Fig. 2 is an overall block diagram of the gaming machine 1 in this embodiment.
[0115] The main control board 110 controls the overall progress of the game (basic operations). The main control board 110 is equipped with a main control unit 110m as a one-chip microcomputer equipped with a main CPU 110a that performs arithmetic processing, a main ROM 110b in which a game control program and the like are stored, and a main RAM 110c (corresponding to a volatile storage means) that serves as a work area during arithmetic processing, as well as an input port for main control, an output port, and the like. The main CPU 110a receives an operating clock from a crystal oscillator, reads out the program stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area, thereby controlling controlled devices (various solenoids and various displays) and transmitting predetermined commands based on the results of arithmetic processing to the payout control board 120, the performance control board 130, and the like.
[0116] Here, communication between the main control board 110 and the dispensing control board 120 is configured to allow commands (data) to be communicated in both directions, and communication between the main control board 110 and the performance control board 130 is configured to allow commands (data) to be communicated in only one direction, from the main control board 110 to the performance control board 130.
[0117] The input port of the main control board 110 is connected to the general winning hole detection switch 43a, the gate detection switch 44a, the first start hole detection switch 45a, the second start hole detection switch 47a, the large winning hole detection switch 50a, the out ball detection switch 52a, the magnetic detection sensor 53a, the radio wave detection sensor 54a, the RWM clear switch 111a, the setting key switch 112a, the information display 113, and the payout control board 120. When detection signals from various detection switches and various detection sensors are input to the main control board 110 via the input port, control processing is performed according to the detection signals.
[0118] The output port of the main control board 110 is connected to the second start opening / closing solenoid 48b, the large prize opening / closing solenoid 51b, the first special symbol display 60, the second special symbol display 61, the main information display device 59, the game information output terminal board 90, the payout control board 120, and the performance control board 130. Drive control signals for controlling the various solenoids, display control signals for controlling the various displays, and game information to be notified from the game information output terminal board to the outside of the gaming machine (such as a hall computer) are output via the output port.
[0119] The memory area of the main control unit 110m includes a memory area allocated to the main ROM 110b and a memory area allocated to the main RAM 110c.
[0120] The memory area of the main ROM 110b is arranged in the following order: a game ROM area in which programs and data related to the progress of the game are stored; an information ROM area in which programs and data related to the performance display of the gaming machine are stored; an unused area of 16 bytes or more in which access is prohibited and in which "0" is stored; a ROM comment area in which data such as the program title and version is stored; a vector table area in which the starting address of the timer interrupt processing described below is set; and a HW parameter area in which parameters such as the starting address and final address of the access prohibited area are set.
[0121] The game ROM area is arranged in the following order: a game program area in which programs related to the progress of the game are stored; a first unused area in which access is prohibited and in which "0" is stored; a game data area in which data related to the progress of the game is stored; and a second unused area in which access is prohibited and in which "0" is stored.
[0122] The information ROM area is arranged in the following order: an information program area in which programs related to the performance display of the gaming machine are stored; an unused area which is prohibited from access and in which "0" is stored; and an information data area in which data related to the performance display of the gaming machine is stored.
[0123] The memory area of the main RAM 110c is arranged in the order of a game RWM area used as a work area when executing a game program, and an information RWM area used as a work area when executing an information program.
[0124] The game RWM area is arranged in the following order: a game work area used by the game program as a work area; a first unused area which is prohibited from being accessed and in which "0" is stored; a game stack area for temporarily saving data being processed by the game program; and a second unused area which is prohibited from being accessed and in which "0" is stored.
[0125] The game work area is arranged, in order, with a setting value area for storing setting values, a judgment information area for storing judgment information (checksum described later) for determining abnormalities in the RWM area, and a game data area for storing game data that changes as the game progresses.
[0126] The information RWM area is arranged in the following order: an information work area used by information programs as work, an unused area where access is prohibited and where "0" is stored, and an information stack area for temporarily storing data being processed by information programs.
[0127] In the information work area, a performance information area for storing information relating to the performance of the gaming machine 1, and an error information area for storing information relating to various error determinations are arranged in that order.
[0128] Below, we will explain the relationship between the game area (game ROM area, game RWM area) that performs processing based on the game program and the information area (information ROM area, information RWM area) that performs processing based on the information program.
[0129] When the main CPU 110a performs processing based on a game program, it basically refers to the game data area, and refers to and updates the contents of the game RWM area while using the game RWM area as a work. Also, when the main CPU 110a performs processing based on an information program, it basically refers to the information data area, and refers to and updates the contents of the information RWM area while using the information RWM area as a work.
[0130] However, in the process based on the game program, the contents of the information RWM area cannot be updated, but can be referenced. Also, in the process based on the information program, the contents of the game RWM area cannot be updated, but can be referenced.
[0131] When processing based on the information program is performed, the flag register is saved to the game RWM area in the processing based on the game program, and then the information program is called to execute the processing based on the information program, and the flag register is restored from the game RWM area immediately after the processing based on the information program is completed and a return is made to the game program.
[0132] In addition, immediately after the information program is started, the stack pointer of the game stack area is saved to the information RWM area, and then the stack pointer of the information stack area is set, all registers used in the game program are saved to the information RWM area, and immediately before the information program is terminated, all registers used in the game program are restored from the information RWM area and the stack pointer of the game stack area is restored.
[0133] In this way, data used by the game program when performing processing based on the information program can be protected, and no inconvenience occurs when returning from the information program to the game program.
[0134] The payout control board 120 is a slave control board that controls the payout of game balls based on the receipt of a payout command from the main control board 110, and also controls the launch of game balls. The payout control board 120 includes a payout control unit 121 that drives the game ball payout device 100 to control the payout of game balls, and a launch control unit 122 that drives the launch device 26 to control the launch of game balls.
[0135] The payout control unit 121 includes a payout CPU 121a that performs arithmetic processing, a payout ROM 121b that stores a payout program, a payout RAM 121c that serves as a work area during arithmetic processing, an input port for payout control, and an output port, etc. The payout CPU 121a receives an operating clock from a crystal oscillator (not shown) and reads out the payout control program stored in the payout ROM 121b, performs arithmetic processing related to the payout of game balls while utilizing the payout RAM 121c as a work area, controls the game ball payout device 100, and transmits predetermined commands based on the results of the arithmetic processing to the main control board 110, the performance control board 130, etc.
[0136] The input port of the payout control unit 121 is connected to an open detection switch 31a, a tray full detection switch 32a, a payout ball detection switch 100a provided in the game ball payout device 100, and a ball presence detection switch 101a provided in the game ball storage unit, and the output port of the payout control unit 121 is connected to a payout motor 100b provided in the game ball payout device 100.
[0137] When the payout control unit 121 receives a payout command from the main control board 110, it controls the payout motor 100b provided in the game ball payout device 100 to drive the payout motor 100b to pay out a predetermined number of game balls, and when the payout ball detection switch 100a detects that the predetermined number of game balls have been paid out, it terminates the control of paying out the game balls.
[0138] The firing control unit 122 includes a control circuit, an input port, an output port, etc., which are not shown in the figure. The touch sensor 15a and the firing volume 15b are connected to the input port of the firing control unit 122, and the ball feed solenoid 11b and the firing solenoid 28b are connected to the output port of the firing control unit 122.
[0139] When the launch control unit 122 detects that the player's hand is touching the launch handle 15 based on a touch signal input from the touch sensor 15a, it allows current to flow to the ball feeding solenoid 11b and the launch solenoid 28b, and when it detects a change in the rotation angle of the launch handle 15 based on a detection signal from the launch volume 15b, it drives the ball feeding solenoid 11b and also drives the launch solenoid 28b so that the launch strength corresponds to the rotation angle of the launch handle 15, thereby launching the game ball.
[0140] The launch solenoid 28b is composed of a rotary solenoid, and the launch member 28 is directly connected to the rotating shaft, so that the rotation of the rotating shaft rotates the launch member 28 to launch the game ball A. The operation of the launch solenoid 28b is set to about 99.9 (times / min) from a frequency based on the output period of a crystal oscillator provided in the launch control unit 122, so the number of game balls launched in one minute is about 99.9 (pieces / min). In other words, a game ball is launched approximately every 0.6 seconds.
[0141] The performance control board 130 is a slave control board (slave control means) that controls the performance related to the game (performed in the gaming machine 1) based on the reception of the performance command from the main control board 110. The performance control board 130 is equipped with a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b in which a performance control program is stored, a performance control unit 130m that has a sub-RAM 130c that serves as a work area during arithmetic processing, a display / audio control unit 140 that controls the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), and the audio output device 9 (speaker), etc., a lamp / drive control unit 150 that controls the frame lighting device 10, the handle light emitting device 15c, the button drive device 17b, the board lighting device 76, the board drive device 75, etc., and input ports and output ports for performance control.
[0142] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out the game program stored in the sub-ROM 130b, and performs arithmetic processing related to the presentation while utilizing the sub-RAM 130c as a work area, thereby controlling (outputting data and commands) various control units (display / audio control unit 140, lamp / drive control unit 150) to execute various presentations in accordance with commands received from the main control board 110 and input signals from the presentation button detection switch 17a and the cross key detection switch 19a.
[0143] The input port of the performance control board 130 is connected to the performance button detection switch 17a, the cross key detection switch 19a, and a button position detection sensor (not shown). When a performance button detection signal indicating that the performance button 17 has been operated is input from the performance button detection switch 17a, or when a cross key detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) indicating that the cross key 19 has been operated is input from the cross key detection switch 19a, the performance control board 130 performs processing to execute a performance according to the detection signal.
[0144] The display / audio control unit 140 receives commands from the performance control unit 130m and controls the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display a specified image, and controls the audio output device 9 to output a specified sound.
[0145] The display / audio control unit 140 includes an overall CPU 142 which performs calculation processing, an overall ROM 143 in which an overall control program is stored, an overall control unit 141 which has an overall RAM 144 which serves as a work area during calculation processing, an image control unit 145 consisting of a VDP (Video Display Processor) as an image processor, a CGROM 146 in which image data etc. are stored, a VRAM 147 which is provided inside the image control unit 145 and has a frame buffer etc. which temporarily stores drawing data generated from image data, an audio control unit 148 as an audio processor, an audio ROM 149 in which audio data etc. are stored, and input / output ports etc.
[0146] The overall CPU 142 receives an operating clock from a crystal oscillator, reads out the display control program stored in the overall ROM 143, and performs calculation processing related to the performance while utilizing the overall RAM 144 as a work area, thereby controlling the image control unit 145 and the audio control unit 148 to execute various performances in accordance with the performance instruction commands received from the performance control unit 130m (outputting data and commands).
[0147] The general ROM 143 is composed of a mask ROM, etc., and stores a display control program for displaying images, a display list generation program for generating a display list composed of a group of drawing control commands, animation patterns for displaying animations of performance patterns, animation scene information, etc.
[0148] This animation pattern is referred to when displaying the animation that constitutes the specific content of the image-based production, and the animation pattern is associated with animation scene information and the display order of each animation scene, etc. The animation scene information includes various information such as wait frames (display time), target data (sprite identification number, transfer source address, etc.), drawing parameters (sprite display position, display magnification, transmittance, etc.), drawing method, and duty ratios that are parameters for the brightness of the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal).
[0149] The image control unit 145 (VDP) is connected to a CGROM 146 in which various image data are stored, and generates drawing data that is the source of a video signal (RGB signal, etc.) based on commands (display list, drawing command, etc.) from the general control unit 141 (general CPU 142) and the image data stored in the CGROM 146. The image data is material data that represents individual images such as an image (frame) to be displayed on the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal), for example, a performance pattern image, a background image that constitutes the background of the performance pattern, a character image, and a dialogue image. On the other hand, the drawing data is composite data that represents the image of the entire frame that is composed of individual images compounded (superimposed).
[0150] The CGROM 146 is made up of a flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed image data (sprites, movies) consisting of a collection of pixel information for a given range of pixels (e.g., 32 x 32 pixels). The pixel information consists of color number information that specifies a color number for each pixel, and an α value that indicates the transparency of the image. The CGROM 146 is read out in units of image data by the image control unit 145 (VDP), and image processing is performed in units of image data for this frame.
[0151] The CGROM 146 also stores uncompressed palette data in which color number information for specifying a color number is associated with display color information for actually displaying the color. The CGROM 146 may be configured to compress only a portion of the image data instead of compressing all of it. Various known compression methods such as MPEG4 can be used to compress movies.
[0152] The VRAM 147 is composed of an SRAM that can write or read image data at high speed. The VRAM 143 has a display list storage area that temporarily stores a display list output from the overall control unit 141 (overall CPU 142), a frame buffer area corresponding to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal), and the like.
[0153] This frame buffer area is a storage area for drawing or displaying an image, and further includes a first frame buffer area and a second frame buffer area, which are alternately switched between a "drawing frame buffer" and a "display frame buffer" every time drawing starts.
[0154] Therefore, based on instructions (display list) from the overall control unit 141 (overall CPU 142), the image control unit 145 (VDP) draws drawing data stored in CGROM 146 in the "drawing frame buffer" in the frame buffer area of the VRAM 147, reads the drawing data from the "display frame buffer" in the frame buffer area, generates video signals (RGB signals, etc.) based on the read drawing data, and outputs them to the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display various images.
[0155] The image control unit 145 (VDP) receives an operating clock from a crystal oscillator, and divides the operating clock to generate a synchronization signal (horizontal synchronization signal / vertical synchronization signal) for synchronizing with the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal), and outputs the synchronization signal to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal). In this embodiment, the frame rate of the image control unit 145 (VDP) is 30 fps (1 / 30 sec = about 33 ms) so that drawing (displaying an image) is performed 30 times per second, but it may be 60 fps (1 / 60 sec = about 16.6 ms) so that drawing (displaying an image) is performed 60 times per second.
[0156] Furthermore, a general-purpose board 72 that converts image data into a predetermined image format and outputs it is connected between the image control unit 145 and the first image display device 70 (main liquid crystal) and second image display device 71 (sub liquid crystal). The general-purpose board 72 has a bridge function that converts image data into an image format corresponding to the performance of the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) that display the image data, and absorbs differences in resolution, for example, between when a 19-inch SXGA (1280 dots x 1080 dots) liquid crystal display device is connected and when a 17-inch XGA (1024 dots x 768 dots) liquid crystal display device is connected.
[0157] The audio control unit 148 is connected to the audio output device 9, and controls the output of audio data, music data (BGM, SE), etc. from the audio output device 9 in accordance with the display of the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) based on various performance data (including commands) transmitted from the performance control unit 130m.
[0158] The lamp / drive control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b in which a lamp drive control program is stored, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.
[0159] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the lamp drive control program stored in the lamp ROM 150b, and performs calculation processing related to the performance while utilizing the lamp RAM 150c as a work area, thereby controlling (outputting data and commands) the controlled devices such as various lighting devices and various drive devices to perform a specified performance in accordance with the performance instruction commands received from the performance control unit 130m.
[0160] The input / output ports of the lamp / drive control unit are connected to the frame lighting device 10, handle light emitting device 15c, button driving device 17b, board lighting device 76, and sub-information display device 80, and based on various performance data (including commands) transmitted from the performance control unit 130m (sub-CPU 130a), it controls the lighting of various LEDs in the frame lighting device 10, handle light emitting device 15c, board lighting device 76, and sub-information display device 80, and controls the driving of drive sources such as the motors and solenoids of the button driving device 17b and board driving device 75.
[0161] The power supply board 160 generates a main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (the main control board 110, the payout control board 120, the performance control board 130, and various electronic components). The power supply board 160 includes a power interruption detection circuit 162 that detects whether a power interruption (power outage) has occurred and outputs a power interruption detection signal to the main control board 110 based on the occurrence of a power interruption (power outage), and a backup power supply circuit 163 that supplies backup power to the main control board 110 when a power interruption (power outage) occurs.
[0162] The power supply board 160 also includes a power switch operable by a store clerk to switch between an ON state for supplying main power to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components) and an OFF state for stopping the supply, and when the power switch is turned ON, the supply of main power is started and the operation of the gaming machine 1 is started. Note that the supply of backup power to the main control board 110 is maintained even when the power switch is OFF.
[0163] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage falls below a predetermined value, outputs a power interruption detection signal to the main control board 110. More specifically, when the power interruption detection signal becomes high level, the main CPU 110a enters an operable state, and when the power interruption detection signal becomes low level, the main CPU 110a enters an inoperable state.
[0164] The backup power circuit 163 is equipped with a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 110c of the main control board 110. This allows the stored contents of the main RAM 110c and the payout RAM 121c to be retained even during a power outage, and the game control state can be restored to the state before the power outage (power outage) after recovery from the power outage (power outage). Note that a backup power supply may be supplied to the payout control board 120 and the performance control board 130.
[0165] (Explanation of game state) Next, the game states when the game progresses will be described. In this embodiment, there are a "low probability game state" and a "high probability game state" as states related to the big win lottery of the special symbol, and there are a "non-time-saving game state" and a "time-saving game state" as states related to the movable member 48 of the second starting hole 47.
[0166] In this embodiment, the following three game states are provided. (1) A low-probability non-time-saving game state that is both a "low-probability game state" and a "non-time-saving game state" (2) A low-probability time-saving game state that is both a "low-probability game state" and a "time-saving game state" (3) A high probability time-saving game state that is both a "high probability game state" and a "time-saving game state"
[0167] The gaming state when a game is started, that is, the initial gaming state of the gaming machine 1, is set to a "low-probability non-time-saving gaming state", and this gaming state will be referred to as a "normal gaming state" in this embodiment. In this embodiment, the "low-probability time-saving gaming state" and the "high-probability time-saving gaming state" are gaming states that are more advantageous to the player than the normal gaming state, and therefore may be referred to as "specific gaming states".
[0168] In this embodiment, the "low probability game state" refers to a game state in which, for example, when the setting value (of the jackpot probability in the jackpot lottery), which is the stage of the advantageous degree of the game, is "1," the probability of winning a jackpot is set low, at about 1 / 300, in the jackpot lottery for a special symbol, which is held on the condition that a game ball enters the first starting hole 45 or the second starting hole 47. In contrast, the "high probability game state" refers to a game state in which the probability of winning a jackpot is improved compared to the low probability game state, and when the setting value is "1," the probability of winning a jackpot is set high, at about 1 / 60.
[0169] Specifically, there are four setting values, from "1" to "4." When the setting value is "1," the probability of winning a jackpot in a low-probability game state is approximately 1 / 300, and the probability of winning a jackpot in a high-probability game state is approximately 1 / 60. When the setting value is "2," the probability of winning a jackpot in a low-probability game state is approximately 1 / 295, and the probability of winning a jackpot in a high-probability game state is approximately 1 / 59. When the setting value is "3," the probability of winning a jackpot in a low-probability game state is approximately 1 / 290, and the probability of winning a jackpot in a high-probability game state is approximately 1 / 58. When the setting value is "4," the probability of winning a jackpot in a low-probability game state is approximately 1 / 285, and the probability of winning a jackpot in a high-probability game state is approximately 1 / 57.
[0170] Therefore, it is easier to win a jackpot in a "high probability gaming state" than in a "low probability gaming state." Also, the low probability gaming state is changed to the high probability gaming state after the jackpot game described below is completed. Therefore, in this embodiment, the jackpot that triggers the transition to the high probability gaming state is called a "variable jackpot." Also, the jackpot that triggers the transition to the low probability gaming state is called a "normal jackpot."
[0171] In this embodiment, the "non-time-saving game state" refers to a game state in which the average change time of the normal pattern corresponding to the winning lottery result of the normal pattern, which is performed on the condition that the game ball has passed through the normal pattern gate 44, is set longer than the "time-saving game state", and the opening time of the second start hole 47 when a winning lottery is won is likely to be set shorter. For example, when a game ball passes through the normal pattern gate 44, a winning lottery for the normal pattern is performed, and the normal pattern is displayed in the normal pattern display device 62, but the normal pattern is stopped and displayed, for example, 30 seconds after the start of the display. Then, if the lottery result is a winning lottery, the second start hole 47 is controlled to be in an open state for, for example, 0.2 seconds after the normal pattern is stopped and displayed.
[0172] In contrast, the "time-saving game state" refers to a game state in which the average fluctuation time of the normal pattern corresponding to the lottery result is set shorter than that of the "non-time-saving game state" in the winning lottery for the normal pattern, which is performed on the condition that the game ball has passed through the normal pattern gate 44, and the opening time of the second start port 47 when the winning is won is set to, for example, 2.5 seconds, longer than that of the "non-time-saving game state". Furthermore, in the "non-time-saving game state", the probability of winning in the winning lottery for the normal pattern is set low, for example, 1 / 128, and in the "time-saving game state", the probability of winning in the winning lottery for the normal pattern is set high, for example, 127 / 128. Therefore, in the "time-saving game state", when the game ball passes through the normal pattern gate 44, the second start port 47 is more easily controlled to the open state than in the "non-time-saving game state". As a result, in the "time-saving game state", the player can advantageously proceed with the game without consuming game balls.
[0173] In the embodiment, the "time-saving game state" is set to be more advantageous than the "non-time-saving game state" in terms of the normal symbol variation time, the opening time of the second start port 47, and the winning probability of the normal symbol lottery. However, the "time-saving game state" may be set to be more advantageous in terms of only one of the normal symbol variation time, the opening time of the second start port 47, and the winning probability of the normal symbol lottery. In the non-time-saving game state, the probability of winning in the normal symbol lottery may be, for example, 0 / 128.
[0174] In this embodiment, the probability of winning a jackpot in a high probability game state is 5 times (common regardless of the set value) the probability of winning a jackpot in a low probability game state, but the probability of determining a jackpot is not limited to 5 times, and may be set to any value such as 3 times or 8 times as long as it is less than 10 times.
[0175] In this embodiment, the small prize, which is less advantageous to the player than the big prize, is not won in the big prize lottery, but the probability of winning the small prize may be set to about 1 / 100. In this case, the probability of winning the small prize may be set to be the same regardless of whether the set value is "1" to "4".
[0176] Also, the larger the set value, the more advantageous it is for the player (the higher the probability of winning the jackpot), but conversely, the smaller the set value, the more advantageous it is for the player (the higher the probability of winning the jackpot).
[0177] In addition, the probability of determining a jackpot in a low probability game state and / or a high probability game state may be the same for all setting values (1 to 4), or, for example, the probability of determining a jackpot in a low probability game state and / or a high probability game state may be the same for two or three setting values (1 and 2, 1 to 3, etc.).
[0178] Furthermore, the set value in this embodiment has four stages from 1 to 4, but is not limited to four stages, and may be more or less than four stages.
[0179] (Type of jackpot game) Next, the types of big win games will be described.
[0180] In this embodiment, the types of jackpot games that can be won in a jackpot lottery based on the entry of a gaming ball into the first starting hole 45 include a “first jackpot game,” a “second jackpot game,” and a “third jackpot game,” and the types of jackpot games that can be won in a jackpot lottery based on the entry of a gaming ball into the second starting hole 47 include a “first jackpot game” and a “second jackpot game.”
[0181] In the "first big win game", the big prize opening 50 is opened for a maximum of 29.5 seconds, and then the big prize opening 50 is closed for 2 seconds. This round game is executed up to 10 times. Note that in the round game, if a specified number of game balls (for example, 10 balls) enter the big prize opening 50 even before the opening time has elapsed, one round game ends.
[0182] After the first big win game ends, the game is set to a high probability time-saving game state until the special symbols (first special symbol, second special symbol) are displayed 10,000 times. Therefore, the next big win is practically confirmed based on the probability of winning the big win in the high probability game state.
[0183] The "second big win game" refers to playing the round game up to 10 times. After the second big win game ends, the game is set to a low probability time-saving game state until the special symbols (first special symbol, second special symbol) are displayed 100 times.
[0184] The "third jackpot" refers to playing the round game up to four times. After the third jackpot game ends, the game is set to a high probability time-saving game state until the special symbols (first special symbol, second special symbol) are displayed 10,000 times. Therefore, the next jackpot is practically guaranteed based on the probability of winning the jackpot in the high probability game state.
[0185] In addition, the number of times that the display changes (in this embodiment, the above-mentioned 100 times or 10,000 times) of a specific game state (high probability time-saving game state, low probability time-saving game state) that is set after a jackpot game may be referred to as the "high probability number of times" or the "time-saving number of times."
[0186] In this embodiment, the types of jackpot games are three, but the number is not limited to three and may be less than or more than three. Also, the opening time of the opening / closing member 51 is set to 29.5 seconds for any jackpot game (first jackpot game to third jackpot game), but the opening time does not have to be 29.5 seconds, and may be different depending on the round game.
[0187] (Type of winning game) Next, the types of wins will be described.
[0188] In this embodiment, the types of winning games that can be won in the winning lottery based on the passage of the game ball through the normal gate 44 include a "first winning game" and a "second winning game". If the game state is not in the time-saving game state when the winning lottery is executed, the game will be a "first winning game", and if the game state is in the time-saving game state when the winning lottery is executed, the game will be a "second winning game".
[0189] The "first winning game" refers to a winning game in which the second starting hole 47 is opened for a maximum of 0.2 seconds. In other words, the first winning game refers to a winning game in which the movable member 48 is opened once.
[0190] The "second winning game" refers to a winning game in which the second starting hole 47 is opened for 2.6 seconds, closed for 1.5 seconds, and then opened for 2.6 seconds again. In other words, this is a winning game in which the movable member 48 is opened twice.
[0191] In the first winning game and the second winning game, if a specified number (for example, 10 balls) of game balls enter the big winning hole 50 even before the opening time has elapsed, the winning game ends.
[0192] In this way, in the "time-saving game state", it is easier for the game ball to enter the second starting hole 47, and the player can play more advantageously without consuming game balls than in the "non-time-saving game state".
[0193] Next, the progress of the game in the gaming machine 1 will be described with reference to a flowchart.
[0194] (Main processing of the main control board) The main processing of main control board 110 will be described with reference to Fig. 3. Fig. 3 is a flowchart showing the main processing of main control board 110. This main processing is performed when a system reset, which occurs when power supply voltage is supplied from power supply board 160, is input to main CPU 110a.
[0195] First, the main CPU 110a prohibits all interrupts in step S1, performs CPU initial settings such as setting built-in registers in step S2, and performs startup waiting processing for other boards in step S3. Specifically, it waits for one second for the payout control board 120 and the performance control board 130 to start up so that no commands from the main control board 110 are missed.
[0196] In step S4, the main CPU 110a permits access to the RWM area of the main RAM 110c, and in step S5, transmits a launch permission designation command to the payout control board 120. This causes the payout control unit 121 to perform processing for permitting the launching device 26 to launch game balls.
[0197] In step S6, the main CPU 110a judges whether or not a backup flag indicating that the power supply has been restored is saved in the game RWM area of the main RAM 110c. If the backup flag is saved, the process proceeds to step S7 assuming that the power supply has been restored, and if the backup flag is not saved, the process proceeds to step S8 assuming that the power supply has been turned on for the first time.
[0198] In step S7, the main CPU 110a calculates a checksum (abnormality determination data) of the game RWM area (excluding the setting value area) of the main RAM 110c.
[0199] In step S8, the main CPU 110a judges whether or not a setting change operation has been performed. Specifically, it judges whether or not the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has been performed, the process proceeds to step S9 to transition to the setting change mode, and if no setting change operation has been performed, the process proceeds to step S10.
[0200] The main CPU 110a performs a setting change process in step S9. Specifically, the main CPU 110a displays a status confirmation display indicating that the setting is being changed or confirmed on the status confirmation display 68, displays the current setting value saved in the setting value area of the game RWM area on one 7-segment LED of the information display 113, and transmits a setting change designation command to the performance control board 130.
[0201] Furthermore, each time the RWM clear switch 111a is operated, the setting value is changed (updated) within the range of "1" to "4", and the updated setting value is displayed on the 7-segment LED. When a setting confirmation operation is performed in which the setting key switch 112a changes from the ON state to the OFF state, the setting value is considered to be confirmed and the changed (updated) setting value is saved in the setting value area, the display of the setting value on the information display 113 is terminated, the status confirmation display on the status confirmation display 68 is terminated, and processing is performed to end the setting change mode.
[0202] In addition, the performance control board 130 that has received the setting change designation command performs processing to execute a setting change notification to notify that the setting value is being changed. Specifically, a setting change in progress screen indicating that the setting value is being changed is displayed on the image display devices 70, 71, and the frame lighting device 10 and board lighting device 76 are all lit up in a predetermined light color (for example, white) throughout the setting change. In addition, a setting change notification sound indicating that the setting is being changed ("setting is being changed") may be output from the audio output device 9.
[0203] In step S10, the main CPU 110a judges whether the checksum is normal. Specifically, it judges whether the checksum saved in the gaming RWM area matches the checksum calculated in step S7. If the checksum is normal (there is no abnormality in the data in the gaming RWM area), the process proceeds to step S11. If the checksum is not normal (there is an abnormality in the data in the gaming RWM area), the process proceeds to step S12 since the control state before the power cut cannot be restored normally.
[0204] If the backup flag has not been saved, that is, when the power is turned on for the first time, the checksum is determined to be abnormal.
[0205] In step S11, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (here, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process proceeds to step S13, and if it is determined that the set value in the set value area is not within the appropriate range, the process proceeds to step S12.
[0206] The main CPU 110a performs an irrecoverable error process in step S12. Specifically, the main CPU 110a displays error information "E" indicating an irrecoverable error on the information display 113, transmits an irrecoverable error designation command indicating that an irrecoverable error has occurred to the performance control board 130, sets interrupt inhibition to inhibit timer interruption, clears the output port, and then outputs an irrecoverable error signal (security signal) indicating the occurrence of an irrecoverable error from the security signal terminal of the game information output terminal board 90, and performs a process of waiting until the power supply is completely cut off. As a result, the performance control board 130 performs a process for executing an irrecoverable error notification.
[0207] An "irrecoverable error" is an error state in which game control is no longer performed (there is no transition to game control), and is designed to not be released unless a setting change process is executed. Therefore, when an irrecoverable error occurs, the error will not be released even if the power switch provided on the power supply board 160 is turned OFF and then turned ON without a setting change operation, and the power switch must be turned ON with a setting change operation. During an irrecoverable error, the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all.
[0208] Incidentally, the "irrecoverable error" is not cleared unless a setting change process is executed, but it may also be cleared when an RWM clear is executed without a setting change process.
[0209] An "irrecoverable error notification" is a notification to make the user aware that an irrecoverable error has occurred, and involves displaying an irrecoverable error screen on the image display devices 70, 71 ("This is an irrecoverable error. Please change the settings"), lighting the frame lighting device 10 and the board lighting device 76 in a specified light color (for example, red) until the power is turned off, and outputting an irrecoverable error sound from the audio output device 9 ("This is an irrecoverable error" + buzzer sound) indicating that an irrecoverable error has occurred until the power is turned off. The audio output device 9, the frame lighting device 10, the image display devices 70 and 71, and the board lighting device 76 may be collectively referred to as the "performance device."
[0210] In step S13, the main CPU 110a judges whether or not an RWM clear operation has been performed. Specifically, it judges whether or not the RWM clear switch 111a is in an ON state. If an RWM clear operation has been performed, the process proceeds to step S14 to execute RWM clear, and if an RWM clear operation has not been performed, the process proceeds to step S16.
[0211] The main CPU 110a performs an RWM clear process in step S14. Specifically, the main CPU 110a performs a process for initializing the control state of the game (initializing the game RWM region other than the set value region).
[0212] In step S15, the main CPU 110a transmits a power-on command indicating that the game control state has been initialized and the current game state (here, the low probability non-time-limited game state as the normal game state) to the payout control board 120 and the performance control board 130, and moves the process to step S21. As a result, the performance control board 130 performs a process for executing the power-on notification.
[0213] The "power-on notification" is a notification to make the player aware that the game control state has been initialized, and involves displaying the initial screen (background image and initial performance pattern "135") when power is turned on on the image display devices 70, 71, lighting the frame lighting device 10 and board lighting device 76 in a predetermined light color (e.g., red) for a predetermined period of time (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g., 30 seconds) indicating that the RWM area has been initialized. In addition, in the power-on notification, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the RWM has been cleared may be displayed on the image display devices 70 and 71.
[0214] In step S16, the main CPU 110a judges whether or not a setting check operation has been performed. Specifically, it judges whether or not the setting key switch 112a is in the ON state. If a setting check operation has been performed, the process proceeds to step S17 to transition to a setting check mode, and if no setting check operation has been performed, the process proceeds to step S18 to return the game control state to the state before the power was turned off.
[0215] The main CPU 110a performs a setting confirmation process in step S17. Specifically, the main CPU 110a displays a status confirmation display indicating that the setting is being changed or confirmed on the status confirmation display 68, displays the current setting value saved in the setting value area of the game RWM area on one 7-segment LED of the information display 113, and transmits a setting confirmation designation command to the performance control board 130.
[0216] Furthermore, when a confirmation termination operation is performed in which the setting key switch 112a is changed from the ON state to the OFF state, the display of the setting value on the information display 113 is terminated, and the status confirmation display on the status confirmation display 68 is terminated, and processing is performed to terminate the setting confirmation mode.
[0217] In addition, the performance control board 130 that has received the setting check designation command performs processing to execute a setting check notification to notify that the setting check is being performed. Specifically, a setting check screen indicating that the setting check is being performed is displayed on the image display devices 70, 71, and the frame lighting device 10 and the board lighting device 76 are all lit up in a predetermined light color (for example, white) during the setting check. In addition, a setting check notification sound indicating that the setting check is being performed ("The setting value is being checked") may be output from the audio output device 9.
[0218] In step S18, the main CPU 110a clears (clears to 0) the backup flag and checksum saved in the game RWM area, and sets the game RWM area when the power is restored. This causes the game progress state (control state) to return (restore) to the state before the power is cut off, making it possible to resume the game from the state before the power is cut off.
[0219] In step S19, the main CPU 110a transmits a power restoration command indicating that the game control state has been restored and the game state before the power outage to the performance control board 130. As a result, the performance control board 130 performs processing to terminate the setting confirmation notification, etc., which will be described later, and execute the power restoration notification.
[0220] A "power restoration notification" is a notification to make the player aware that the game control state has returned to the state it was in before the power was cut off, and involves displaying the initial screen at the time of power restoration (background image and initial performance pattern "135") on the image display devices 70, 71, lighting up the frame lighting device 10 and board lighting device 76 in a predetermined light color (e.g. blue) for a predetermined period of time (e.g. 60 seconds), and outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g. 30 seconds) indicating that power has been restored (from a power outage). In addition, in notifying the restoration of power supply, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the power supply has been restored may be displayed on the image display devices 70 and 71.
[0221] In step S20, the main CPU 110a transmits other commands (a special symbol storage designation command indicating the first special symbol reservation number (U1) and the second special symbol reservation number (U2), a normal symbol storage designation command indicating the normal symbol reservation number (G), etc.) to the performance control board 130. This allows the performance control board 130 to grasp the special symbol reservation number and the normal symbol reservation number, and performs processing to display the first reservation icon and the second reservation icon on the first image display device 70.
[0222] In step S21, the main CPU 110a transmits a setting value designation command to the performance control board 130. This allows the performance control board 130 to grasp the current setting value. This setting value designation command may be transmitted to the performance control board 130 before the power-on designation command or the power-restoration designation command is transmitted. The setting value designation command may also be transmitted each time the variable display of the special pattern starts, or each time a big win game starts.
[0223] The main CPU 110a starts a CTC (Counter Timer Circuit) for generating a timer interrupt (4 milliseconds) in step S22, and enables all interrupts in step S23.
[0224] In step S24, the main CPU 110a performs a process of updating the random number value for reach determination and the random number value for special pattern determination, which are used to determine the fluctuation mode (fluctuation time) of the special pattern, and in step S25, performs an initial value random number value update process to update the initial value random number value for jackpot determination, the initial value random number value for special pattern determination, the initial value random number value for hit determination, and the initial value random number value for normal pattern determination.
[0225] Next, the main CPU 110a determines whether or not a power interruption (power failure) has occurred in step S26. Specifically, it determines whether or not a power interruption detection signal has been input from the power interruption detection circuit of the power supply board 160, and if the power interruption detection signal has not been input, the process proceeds to step S24, and if the power interruption detection signal has been input, the process proceeds to step S27.
[0226] In step S27, the main CPU 110a sets an interrupt prohibition to prohibit timer interrupts, in step S28, performs processing to clear the output port, in step S29, performs processing to calculate a checksum (abnormality determination data) of the game RWM area (excluding the set value area) of the main RAM 110c and saves it in the game RWM area, in step S30, performs processing to save a backup flag in the game RWM area of the main RAM 110c, in step S31, performs processing to prohibit RAM access, and waits until the supply of power supply voltage is completely cut off.
[0227] In this way, since multiple conditions (operations) are set for setting change operations, settings cannot be changed easily, which makes it possible to suppress fraudulent activities and improve the security of the gaming machine.
[0228] In addition, by setting more conditions (operations) for the setting change operation than for the RWM clear operation or the setting check operation, it is possible to increase security for setting changes, an event which is the most prone to fraudulent activity, and to effectively prevent fraudulent activity.
[0229] Furthermore, if the checksum is abnormal, an unrecoverable error process is executed to stop the progress of the game, thereby preventing the gaming machine from performing unexpected operations that cause inconvenience to gaming facilities and players, thereby improving the reliability of the gaming machine.
[0230] Furthermore, if the value in the setting value area is not within the appropriate range, that is, if there is a possibility that the previous power outage occurred while the settings were being changed, an unrecoverable error process is executed and game progress is halted even if the checksum is normal. This prevents game play from progressing with a setting value that was not intended by the gaming facility, thereby improving the reliability of the gaming machine.
[0231] Furthermore, during a setting change (in setting change mode) or during setting confirmation (in setting confirmation mode), it is possible to know that a setting change is being performed by checking the status confirmation indicator 68, the image display devices 70 and 71, the frame lighting device 10, and the board lighting device 76 on the front (front side) of the gaming machine 1, and it is possible to know that a setting change is being performed by checking the information display 113 on the back (rear side). In other words, it is possible to know whether a setting change is being performed or not from either the front (front side) or the rear (rear side) of the gaming machine 1.
[0232] In addition, the condition for the setting change operation, the RWM clear operation, and the setting confirmation operation may include that the open detection switch 31a is in the ON state. By doing so, the number of conditions increases, so that it is possible to suppress fraudulent acts and further improve the security of the gaming machine.
[0233] Furthermore, if it is determined that there is no backup flag (this is the first time the power is turned on) and that no setting change operation has been performed, then if the checksum is determined to be abnormal in step S10, an irrecoverable error process is executed; however, at the point in time when it is determined that there is no backup flag, the game program may initialize (clear to 0) the game RWM area, save the initial value "1" in the setting value area, and move the process to step S13.
[0234] Furthermore, if it is determined that there is a backup flag (power has been restored) and that no setting change operation has been performed, if the checksum is determined to be abnormal in the subsequent step S10, an irrecoverable error process is executed; however, at the point in time when it is determined that the checksum is abnormal, the game program may initialize (clear to 0) the game RWM area, save the initial value "1" in the setting value area, and move the process to step S13.
[0235] In addition, the power-on command and power restoration command are transmitted including information indicating the current game status, but after transmitting the power-on command or power restoration command, a game status designation command indicating the current game status may be transmitted.
[0236] In addition, when the power is turned off or turned on, the game program calculates the checksum of the game RWM area (excluding the setting value area) of the main RAM 110c, but the information program may calculate the checksum. In this case, the calculated checksum should be saved in the information RWM area.
[0237] In addition, when a power outage occurs or when the power is turned on, a checksum for the game RWM area (excluding the setting value area) is calculated, but it is also possible to calculate checksums for the entire RWM area, or to calculate the checksums for the game RWM area and the information RWM area separately, and if either checksum is abnormal, transition to unrecoverable error processing is made.
[0238] Although a setting change command is sent when the setting change process starts and a power-on command is sent after the setting change process ends, a setting change start command may be sent instead of the setting change command and a setting change end command may be sent instead of the power-on command. In this case, the setting change end command may be sent at the end of the setting change process or after the setting change process ends.
[0239] Furthermore, when a setting change is made, the RWM clear process is performed after the setting change is made, but the RWM clear process may be performed before the setting change is made.
[0240] (Timer interrupt processing on the main control board) The timer interrupt process of the main control board 110 will be described with reference to Fig. 4. Fig. 4 is a flow chart showing the timer interrupt process executed in the main control board 110 at predetermined intervals (4 milliseconds).
[0241] First, in step S100, the main CPU 110a saves information stored in the registers to a stack area, and in step S110, performs time control processing to update various timer counters such as a special symbol time counter update process, a special game timer counter update process such as an opening time of a special electric role, an ordinary symbol time counter update process, and an opening / closing time update process of the movable member 48. Specifically, the main CPU 110a performs processing to subtract 1 from counters such as the special symbol time counter, the special game timer counter, the ordinary symbol time counter, the start hole opening timer counter, and the start hole closing timer counter.
[0242] In step S120, the main CPU 110a performs a specific random number update process to update the random number value for determining a big win, the random number value for determining a special symbol, the random number value for determining a special symbol variation pattern, the random number value for determining a win, the random number value for determining a normal symbol, and the random number value for determining a normal symbol variation pattern. Specifically, the random number value and the random number counter are updated by adding +1 to each random number value. If the added random number counter value exceeds the maximum value of the random number range (if the random number counter has completed one revolution), the random number counter is reset to 0, and if the random number counter returns to the initial value of the revolution, the corresponding initial value random number value is set as a new initial value of the revolution to newly update the random number value.
[0243] In step S130, the main CPU 110a performs an initial random number value update process to update the initial random number value for determining a jackpot, the initial random number value for determining a special symbol, the initial random number value for determining a jackpot, and the initial random number value for determining a normal symbol, similar to step S30.
[0244] In step S200, the main CPU 110a performs an input control process to determine whether or not there is an input to various switches such as the general winning hole detection switch 43a, the special winning hole detection switch 50a, the first starting hole detection switch 45a, the second starting hole detection switch 47a, the gate detection switch 44a, and the out ball detection switch 52a, and to set predetermined data when there is an input. This will be described in detail later with reference to FIG. 5.
[0245] In step S300, the main CPU 110a performs special symbol special power control processing for performing special symbol memory judgment (big win judgment, etc.), special symbol display control, big win opening 50 (opening and closing member 51) opening and closing control, game state control, etc. Details will be described later with reference to FIG.
[0246] In step S400, the main CPU 110a performs normal symbol / normal power control processing for performing normal symbol memory determination (winning determination, etc.), normal symbol display control, and opening / closing control of the second starting hole 47 (movable member 48).
[0247] In addition, the type of winning normal symbol and the type of losing normal symbol determined as a result of the normal symbol determination information performed in the normal symbol normal power control process are the same and do not change depending on the setting value. By doing this, the game does not become too complicated, and players can play with confidence.
[0248] In addition, the selection ratio of various winning normal symbols and the selection ratio of various losing normal symbols determined as a result of the normal symbol determination information performed in the normal symbol normal power control process are constant and do not change depending on the setting value. By doing this, the player's advantage does not change drastically depending on the setting value, and the player can play with peace of mind.
[0249] Next, in step S500, the main CPU 110a performs a payout control process to transmit a payout status confirmation command to the payout control board 120 to confirm the payout status of the payout control board 120, and to transmit a payout number specification command corresponding to each winning port to the payout control board 120 by referring to the prize ball counters (3 prize ball counter, 10 prize ball counter, 15 prize ball counter) described later. As a result, the payout control board 120 executes control to pay out prize balls from the game ball payout device 100.
[0250] In step S600, the main CPU 110a determines the occurrence of a magnetic anomaly or a radio wave anomaly based on the input signals from the magnetic detection sensor 53a and the radio wave detection sensor 54a, and performs a magnetic / radio wave anomaly determination process for transmitting a magnetic anomaly error designation command or a radio wave anomaly error designation command to the performance control board 130. When the performance control board 130 receives a magnetic anomaly error designation command or a radio wave anomaly error designation command, it performs control for issuing a magnetic anomaly error notification or a radio wave anomaly error notification.
[0251] In step S700, the main CPU 110a performs a data creation process to create data such as external information data (game information) to be output from the game information output terminal board 90, start port opening / closing data to be output to the second start port opening / closing solenoid 48b, large prize port opening / closing data to be output to the large prize port opening / closing solenoid 51b, special pattern display data to be output to the first special pattern display device 60 and the second special pattern display device 61, normal pattern display data to be output to the normal pattern display device 62, special pattern reserve display data to be output to the first special pattern reserve display device 63 and the second special pattern reserve display device 64, and normal pattern reserve display data to be output to the normal pattern reserve display device 65.
[0252] In step S750, the main CPU 110a performs output control processing such as a port output process for outputting signals such as the external information data, start gate opening / closing data, and large prize gate opening / closing data created in step S700, a display output process for outputting signals such as special pattern display data, normal pattern display data, special pattern reserved display data, and normal pattern reserved display data, a payout command transmission process for transmitting commands set in the payout transmission data storage area of the main RAM 110c to the payout control board 120, and a performance command transmission process for transmitting commands set in the performance transmission data storage area of the main RAM 110c to the performance control board 130.
[0253] In step S800, the main CPU 110a performs information program call processing. Specifically, after prohibiting interrupts, the flag register is saved to the game RWM area, and the target information program is called by the CALL command.
[0254] The main CPU 110a performs a game ball counting process (information program) in step S810. Specifically, the main CPU 110a performs a process for counting the number of payouts during normal play, which is the number of prize balls paid out based on the entry of game balls into various winning ports (general winning port, large winning port start port) during normal play, the number of outs during normal play, which is the number of game balls detected by the out ball detection switch 52a during normal play, and the total number of outs, which is the number of game balls detected by the out ball detection switch 52a regardless of play state.
[0255] In addition, the total number of outs, number of payouts during normal play, and number of outs during normal play are game information that are not affected even if the setting value is changed (are unrelated to the setting value). Therefore, by counting these, it is possible to calculate performance information that eliminates the influence of the setting value (the normal base value described below), which can be useful in understanding the performance of the gaming machine 1.
[0256] In step S830, the main CPU 110a performs a performance information calculation process (information program). Specifically, the normal base value ((normal payout number ÷ normal out number) × 100) in the current game section divided by the total out number is calculated, and the normal base value rounded off to the first decimal place is saved in the first area of the base memory area set in the information RWM area.
[0257] The play section is updated every time the total number of outs reaches 60,000, and the base memory area is provided with a first area in which the normal base value for the current play section is stored, a second area for storing the normal base value for the play section one period before, a third area for storing the normal base value for the play section two periods before, and a fourth area for storing the normal base value for the play section three periods before, and the base values for four play sections including the current one are saved in each area.
[0258] The main CPU 110a performs a performance display data setting process (information program) in step S850. Specifically, the main CPU 110a performs a process of setting performance display data for displaying on the information display 113 the normal base values (performance information) for the four game sections calculated in the performance information calculation process and saved in the base storage area while switching them every five seconds.
[0259] In step S870, the main CPU 110a performs a test data creation process (information program). Specifically, the main CPU 110a performs a process of creating test data (test information) to be output to a test facility used when testing the gaming machine 1.
[0260] The main CPU 110a performs output control processing (information program) in step S880. Specifically, the main CPU 110a performs display output processing for outputting signals such as the performance display data (performance information) set in step S850 to various display devices, and processing for outputting signals such as the test data created in step S870.
[0261] In step S890, the main CPU 110a performs a game program return process. Specifically, the main CPU 110a returns the flag register from the game RWM area, permits interrupts, and performs a process for returning to the game program.
[0262] In step S900, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a, and ends this timer interrupt process.
[0263] In this way, since no timer interrupt is executed during the setting change process, RWM clear process, and setting confirmation process, the number of payouts or outs is not counted, the performance information of the gaming machine is not calculated, and the performance information of the gaming machine is not displayed, it is possible to reduce the control burden on the main control board 110.
[0264] In the above embodiment, the performance information calculation process is performed in the timer interrupt process of the main control board 110, but it may be performed in the main process of the main control board 110. Also, the game ball counting process may be performed in the main process of the main control board 110. Specifically, it may be performed between step S25 and step S26.
[0265] (Input control processing on the main control board) The input control process of the main control board 110 will be described with reference to Fig. 5. Fig. 5 is a flowchart showing the input control process in the main control board 110.
[0266] The main CPU 110a performs a general winning hole detection switch input process in step S210. In this general winning hole detection switch input process, it is determined whether a detection signal has been input from the general winning hole detection switch 43a, that is, whether a gaming ball has won in the general winning hole 43. If there is no detection signal input from the general winning hole detection switch 43a, the process proceeds to step S220.
[0267] When a detection signal is input from the general prize opening detection switch 43a, the prize ball counter for the general prize opening used for prize balls (10 prize ball counter) is updated by adding data indicating 10 prize balls, and the prize ball counter (D) indicating the number of game balls that have entered the prize opening is updated by adding "1" (D←D+1), and then the general prize opening detection switch input processing is terminated.
[0268] In step S220, the main CPU 110a performs a special prize opening detection switch input process. In this special prize opening detection switch input process, it is determined whether a detection signal has been input from the special prize opening detection switch 50a, that is, whether a game ball has entered the special prize opening 50. If there is no detection signal input from the special prize opening detection switch 50a, the process proceeds to step S230.
[0269] When a detection signal from the big prize opening detection switch 50a is input, the big prize opening prize ball counter (15 prize ball counter) used for prize balls is updated by adding data indicating 15 prize balls, the winning ball counter (D) indicating the number of game balls that have entered the winning opening is updated by adding "1" (D←D+1), and it is determined whether or not a big prize game (special game) is currently being played. If a big prize game is currently being played, the round winning counter (C) for counting the game balls that have entered the big prize opening 50 is updated by adding "1" (C←C+1), and the big prize opening detection switch input process is terminated.
[0270] If the current game state is not a special game state, the illegal winning ball counter (E), which indicates the number of game balls that have won (entered) a specific winning port (second starting port 47, large winning port 50) outside the winning period, is updated by adding "1" (E←E+1), and a determination is made as to whether the value of the illegal winning ball counter (E) is more than a specified number (for example, 10 balls), and if the value of the illegal winning ball counter (E) is equal to or less than the specified number, the large winning port detection switch input processing is terminated.
[0271] If the value of the illegal winning ball counter (E) is greater than the specified number, it is determined that an illegal winning (illegal winning) has occurred in which a game ball wins (enters) outside the winning period, and an illegal winning error designation command is set in the performance transmission data storage area. As a result, the illegal winning error designation command is transmitted to the performance control board 130, and the performance control board 130 notifies the fact that an illegal winning has occurred by notifying the illegal winning error.
[0272] Then, external information data (output data) for outputting an illegal winning signal from the game information output terminal board 90 is set in a predetermined area of the main RAM 110c, the illegal winning ball counter (E) is cleared, and the large winning hole detection switch input process is terminated. As a result, an illegal winning signal is output from the game information output terminal board 90, and an external device can grasp (identify) that an illegal winning has occurred.
[0273] In step S230, the main CPU 110a performs a first start hole detection switch input process. In this first start hole detection switch input process, it is determined whether a detection signal from the first start hole detection switch 45a has been input, that is, whether the game ball has entered the first start hole 45. This will be described in detail later with reference to FIG. 6.
[0274] The main CPU 110a performs a second start hole detection switch input process in step S240. In this second start hole detection switch input process, substantially the same process as the first start hole detection switch input process shown in FIG. 6, which will be described later, is performed.
[0275] The main CPU 110a performs a gate detection switch input process in step S250. In this gate detection switch input process, it is determined whether a detection signal is input from the gate detection switch 44a, that is, whether the game ball has passed through the normal gate 44. If a detection signal is not input from the gate detection switch 44a, the input control process is terminated.
[0276] When a detection signal is input from the gate detection switch 44a, it is determined whether the number of reserved regular patterns, which is the number of reserved regular patterns stored in the reserved regular pattern storage area, is less than 4. If the number of reserved regular patterns is not less than 4, the input control process is terminated.
[0277] If the number of reserved regular symbols is less than four, the number is updated by adding "1", regular symbol determination information (random number value for hit determination, random number value for determining regular symbol pattern, random number value for determining regular symbol variation pattern) is obtained, and the available memory units in the regular symbol pattern reserved memory area are searched in order starting from the first memory unit, the obtained regular symbol determination information is stored in the available memory unit, and the input control process is terminated.
[0278] (First start port detection switch input processing on the main control board) The first start hole detection switch input process of the main control board 110 will be described with reference to Fig. 6. Fig. 6 is a flowchart showing the first start hole detection switch input process in the main control board 110.
[0279] First, in step S230-1, the main CPU 110a determines whether or not a detection signal has been input from the first start hole detection switch 45a. If a detection signal has been input from the first start hole detection switch 45a, the process proceeds to step S230-2. If a detection signal has not been input from the first start hole detection switch 45a, the process ends for this first start hole detection switch input.
[0280] In step S230-2, the main CPU 110a performs a process of updating a three prize ball counter used for prize balls by adding data indicating three prize balls, and in step S230-3, acquires special symbol determination information (random number value for determining a jackpot, random number value for determining a special pattern, random number value for determining a reach, random number value for determining a special symbol variation pattern).
[0281] In step S230-4, the main CPU 110a judges whether the first special symbol reserved number (U1) stored in the first special symbol reserved memory area is less than 4. If the first special symbol reserved number (U1) is less than 4, the process proceeds to step S230-5, and if the first special symbol reserved number (U1) is not less than 4, the current first start hole detection switch input process is terminated.
[0282] In step S230-5, the main CPU 110a performs a process of adding "1" to the first special symbol reserved number (U1) to update it (U1←U1+1), and in step S230-6, sets a first special symbol storage designation command corresponding to the updated first special symbol reserved number (U1) in the performance transmission data storage area. This causes the first special symbol storage designation command to be transmitted to the performance control board 130, and the performance control board 130 becomes able to grasp the first special symbol reserved number.
[0283] In step S230-7, the main CPU 110a searches for an empty storage section in the first special symbol reservation storage area in order starting from the first storage section, and stores the acquired special symbol determination information in the empty storage section.
[0284] As a result of the above, a first reserved memory consisting of special pattern determination information (random number values for determining a jackpot, random number values for determining a special pattern, random number values for determining a reach, and random number values for determining a special pattern change pattern, etc.) is stored in a specified memory section of the first special pattern reserved memory area.
[0285] The main CPU 110a performs a first advance judgment process in step S230-8. In this first advance judgment process, the main CPU 110a refers to a advance judgment table (not shown), judges the currently acquired special pattern judgment information (first reserved memory) before the special pattern variation display based on the judgment information is performed, and judges a planned variation pattern that is a variation pattern that is scheduled to be executed.
[0286] In step S230-9, the main CPU 110a sets the first start hole winning designation command corresponding to the expected fluctuation pattern determined in the first pre-judgment process in step S230-8 above in the transmission data storage area for performance, and terminates this first start hole detection switch input process.
[0287] This allows the expected variation pattern to be sent to the performance control board 130 as a first start port winning designation command, and the sub-CPU 130a of the performance control board 130 that receives the first start port winning designation command can analyze the first start port winning designation command and execute a pre-reading preview performance that executes a predetermined preview performance over one or more variable displays executed before the start of the variable display of the special pattern corresponding to the first start port winning designation command. The pre-reading preview performance is performed using one or more of the image display device, the audio output device 9, the frame lighting device 10, the first movable member 73, the second movable member 74, and the board lighting device 76.
[0288] With regard to the second start hole detection switch input processing, the first start hole detection switch 45a, first special pattern reserved memory area, first reserved memory, first special pattern reserved number (U1), first special pattern memory designation command, first advance judgment processing, and first start hole winning designation command can be respectively read as the second start hole detection switch 47a, second special pattern reserved memory area, second reserved memory, second special pattern reserved number (U2), second special pattern memory designation command, second advance judgment processing, and second start hole winning designation command.
[0289] (Special diagram special power control processing of main control board) The special pattern special voltage control process of the main control board 110 will be described with reference to Fig. 7. Fig. 7 is a flowchart showing the special pattern special voltage control process in the main control board 110.
[0290] First, in step S301, the main CPU 110a loads special symbol special power processing data, and in step S302, references the branch destination address from the loaded special symbol special power processing data. If the special symbol special power processing data = 0, the process transfers to special symbol memory determination processing (step S310). If the special symbol special power processing data = 1, the process transfers to special symbol change processing (step S320). If the special symbol special power processing data = 2, the process transfers to special symbol stop processing (step S330). If the special symbol special power processing data = 3, the process transfers to jackpot game processing (step S340). If the special symbol special power processing data = 4, the process transfers to jackpot game end processing (step S350).
[0291] This "special chart special electricity processing data" is set as necessary within each subroutine of the special chart special electricity control processing, as described below, so that the subroutines required for that game will be processed appropriately.
[0292] In step S310, the main CPU 110a performs a special symbol storage determination process, which determines whether or not a big win has occurred, determines the type of special symbol to be stopped and displayed, and determines the variation time of the special symbol.
[0293] Specifically, first, the main CPU 110a determines whether the second special pattern reserved number (U2) is "1" or more, and if the second special pattern reserved number (U2) is not "1" or more, it determines whether the first special pattern reserved number (U1) is "1" or more, and if the first special pattern reserved number (U1) is not "1" or more (is "0"), it determines whether the customer waiting state determination flag, which is used to determine whether the display of changing special patterns and the start of a customer waiting state in which a jackpot game is not being played (a waiting state in which game play is not progressing) are "0" or not.
[0294] If the customer waiting state determination flag is "0", it is determined that the customer waiting state has started, and a customer waiting state designation command is set in the performance transmission data storage area, and the special symbol special signal processing data = 0 is maintained while this special symbol memory determination process is terminated, and if the customer waiting state determination flag is not "0", it is determined that the customer waiting state has already started, and the special symbol special signal processing data = 0 is maintained while this special symbol memory determination process is terminated.
[0295] If the second special symbol reservation number (U2) is "1" or more, "1" is subtracted from the value stored in the second special symbol reservation memory area, and then the various random numbers (special symbol determination information) stored in the first to fourth memory units in the second special symbol reservation memory area are shifted to the previous memory unit, and a second special symbol storage designation command corresponding to the second special symbol reservation number (U2) after the subtraction is set in the performance transmission data storage area. This causes the second special symbol storage designation command to be transmitted to the performance control board 130, and the performance control board 130 becomes able to grasp the second special symbol reservation number.
[0296] Then, the main CPU 110a performs a jackpot determination (jackpot lottery) to determine whether or not to execute a jackpot game. Specifically, the main CPU 110a determines whether or not a jackpot game is executed based on the random number value for determining a special symbol among various random numbers (special symbol determination information) shifted from the first storage section to the 0th storage section of the second special symbol reservation storage area, the setting value (here, 1 to 4) stored in the setting value area of the game RWM area, and the current probability game state (low probability game state, high probability game state).
[0297] On the other hand, if the second special symbol reservation number (U2) is not "1" or more, and the first special symbol reservation number (U1) is "1" or more, "1" is subtracted from the value stored in the first special symbol reservation memory area, and then the various random number values stored in the first memory unit to the fourth memory unit in the first special symbol reservation memory area are shifted to the previous memory unit, and the first special symbol storage designation command corresponding to the first special symbol reservation number (U1) after the subtraction is set in the performance transmission data storage area. As a result, the first special symbol storage designation command is transmitted to the performance control board 130, and the performance control board 130 becomes able to grasp the first special symbol reservation number.
[0298] Then, the main CPU 110a performs a jackpot determination (jackpot lottery) to determine whether or not to execute a jackpot game. Specifically, the main CPU 110a determines whether or not a jackpot game is executed based on the random number value for determining a special symbol among various random numbers (special symbol determination information) shifted from the first storage section to the 0th storage section of the first special symbol reservation storage area, the setting value (here, 1 to 4) stored in the setting value area of the game RWM area, and the current probability game state (low probability game state, high probability game state).
[0299] Then, the main CPU 110a performs a special symbol determination process to determine the type of special symbol to be stopped. Specifically, when a jackpot determination is performed based on the random number for special symbol determination stored in the 0th memory section of the second special symbol reservation memory area, a jackpot special symbol or a loss special symbol is determined based on the random number for jackpot symbol stored in this 0th memory section, and a performance symbol designation command corresponding to the determined special symbol is set in the performance transmission data storage area. This causes the performance symbol designation command to be transmitted to the performance control board 130, and the performance control board 130 becomes able to grasp the type of special symbol to be stopped.
[0300] In addition, when a jackpot determination is performed based on the random number value for determining the special symbol stored in the 0th memory section of the first special symbol reserved memory area, the special symbol (the jackpot special symbol, the loss special symbol) is determined based on the random number value for the jackpot symbol stored in this 0th memory section, and a performance symbol designation command corresponding to the determined special symbol is set in the performance transmission data storage area. This causes the performance symbol designation command to be transmitted to the performance control board 130, and the performance control board 130 becomes able to grasp the type of the special symbol to be displayed in a stopped state.
[0301] Next, the main CPU 110a performs a special symbol variation pattern determination process to determine the variation pattern (variation time) of the special symbol. Specifically, when a jackpot determination is performed based on the random number value for determining the special symbol stored in the 0th memory section of the second special symbol reserved memory area, the variation pattern of the special symbol is determined based on the random number value for reaching the winning position and the random number value for the special symbol variation stored in the 0th memory section, the variation time corresponding to the determined variation pattern is set in the special symbol time counter, and the variation pattern designation command corresponding to the determined variation pattern is set in the performance transmission data storage area. This causes the variation pattern designation command to be transmitted to the performance control board 130, and the performance control board 130 becomes able to grasp the variation pattern of the special symbol.
[0302] In addition, when a jackpot is determined based on the random number value for determining the special symbol stored in the 0th memory section of the first special symbol reserved memory area, the special symbol variation pattern is determined based on the reach determination random number value and the special symbol variation random number value stored in this 0th memory section, the variation time corresponding to the determined variation pattern is set in the special symbol time counter, and the variation pattern designation command corresponding to the determined variation pattern is set in the performance transmission data storage area. This causes the variation pattern designation command to be transmitted to the performance control board 130, and the performance control board 130 becomes able to grasp the variation pattern of the special symbol.
[0303] Then, the main CPU 110a sets, in a predetermined processing area, variable display data for causing the first special symbol display device 60 or the second special symbol display device 61 to perform a variable display of the special symbol (blinking of the LED).
[0304] As a result, when variable display data is set in a specified processing area, data for turning the LED on or off is created appropriately in step S600 above, and the created data is output in step S700, thereby causing the first special pattern display device 60 or the second special pattern display device 61 to display a variable special pattern.
[0305] Then, the special pattern special electric processing data is set from 0 to 1 to prepare for moving to the special pattern change processing subroutine, and the special pattern memory determination process is terminated.
[0306] In step S320, the main CPU 110a performs a special symbol variation process to determine whether the variation time of the special symbol has elapsed. Specifically, it determines whether the variation time of the special symbol set in the above step S310 has elapsed (special symbol time counter = 0). If the variation time has not elapsed, the special symbol variation process is terminated while maintaining the special symbol special signal processing data = 1.
[0307] When the variable time has elapsed, the jackpot special symbol or the loss special symbol determined in step S310 is stopped and displayed on the first special symbol display device 60 or the second special symbol display device 61, and a predetermined stop time (0.5 seconds) of the special symbol is set in the special symbol time counter. This notifies the player of the result of the jackpot determination.
[0308] Then, the special chart special electric processing data is set from 1 to 2 to prepare for moving to the special pattern stop processing subroutine, and the special pattern change processing is terminated.
[0309] In step S330, the main CPU 110a performs a special symbol stop process to determine whether the stop time (0.5 seconds) of the special symbol has elapsed. Specifically, it determines whether the stop time of the special symbol set in the above step S320 has elapsed (special symbol time counter = 0). If the stop time has not elapsed, the special symbol special signal processing data = 2 is maintained and the current special symbol stop process is terminated.
[0310] When the stop time has elapsed, if the number of time-saving times>0, the time-saving times counter is updated by subtracting 1, if the number of time-saving times=0, the time-saving game flag is cleared, if the number of high-probability times>0, the high-probability times counter is updated by subtracting 1, if the number of high-probability times=0, the high-probability game flag is cleared.
[0311] Then, the main CPU 110a judges whether the special symbol displayed in the stopped state is a big win special symbol. If it is a big win special symbol, the main CPU 110a clears the time-saving game flag, the high probability game flag, the time-saving count counter, and the high probability count counter, and sets the special symbol special electric processing data from 2 to 3, preparing to move to the big win game processing subroutine, and ends the special symbol stop processing.
[0312] On the other hand, if it is a losing special pattern, the special pattern special electric processing data is set from 2 to 0, preparations are made to move to the subroutine for the special pattern memory determination process, and the current special pattern stop process is terminated.
[0313] In step S340, the main CPU 110a performs a jackpot game process for executing a first jackpot game, a second jackpot game, or a third jackpot game based on the type of special jackpot pattern (stop pattern data) set in step S310.
[0314] Specifically, the opening time of the opening / closing member 51 according to the type of big win game is set in the special game timer counter, and the drive data of the big prize opening opening / closing solenoid 51b is output to open the opening / closing member 51. At this time, 1 is added to the number of round games (R) storage area.
[0315] When a specified number of game balls enter during this opening, or when the opening time of the large prize opening has elapsed (round prize counter (C) = 10, or special game timer counter = 0), the output of drive data for the large prize opening opening solenoid 51b is stopped and the opening / closing member 51 is closed. This ends one round of play. In addition, the counter value of the round prize counter (C) is cleared.
[0316] When a predetermined number of rounds of play (in this embodiment, 4 or 16 times) have ended, the data stored in the number of rounds of play (R) memory area is cleared, and the special chart special electric processing data is set from 3 to 4, preparing to move to the jackpot play end processing subroutine, and the current jackpot play processing is ended.
[0317] In step S350, the main CPU 110a determines the probability game state, either a high probability game state or a low probability game state, and also performs a jackpot game end process to determine the game state, either a time-saving game state or a non-time-saving game state.
[0318] Specifically, based on the type of jackpot special symbol (stopping symbol data) set in step S310 above, the high probability play flag, the high probability play count, the time-saving play flag, and the time-saving play count are set, and the special symbol special electric processing data is set from 4 to 0 to prepare for moving to the special symbol memory determination processing subroutine, and the jackpot play end processing for this time is terminated.
[0319] (Explanation of commands related to the production control board) The types of commands transmitted from the main control board 110 to the performance control board 130 will be described with reference to Fig. 8 and Fig. 9. Fig. 8 and Fig. 9 are diagrams showing the types of commands transmitted from the main control board 110 to the performance control board 130.
[0320] The "first special pattern storage designation command" indicates the number of reserved first special patterns (U1), and is set in the performance transmission data storage area of the main RAM 110c when the number of reserved first special patterns (U1) increases or decreases, and is transmitted to the performance control board 130.
[0321] The "second special pattern storage designation command" indicates the number of reserved second special patterns (U2), and is set in the performance transmission data storage area of the main RAM 110c when the number of reserved second special patterns (U2) increases or decreases, and is transmitted to the performance control board 130.
[0322] In the present embodiment, the "first special symbol storage designation command" and the "second special symbol storage designation command" may be collectively referred to as a "special symbol storage designation command".
[0323] The "performance pattern designation command" indicates the type (kind) of special pattern to be displayed in a stopped state, and is set in the performance transmission data storage area of the main RAM 110c when various special patterns are determined and the varying display of the special patterns begins, and is sent to the performance control board 130.
[0324] In addition, since the type of special pattern ultimately determines the type of jackpot game and the game state after the jackpot game ends, the performance pattern designation command can also be said to indicate the type of jackpot and the game state after the jackpot game ends.
[0325] The "first special pattern change pattern designation command" indicates the change time (change pattern) of the special pattern on the first special pattern display device 60, and is set in the performance transmission data storage area of the main RAM 110c when the display of the special pattern change starts on the first special pattern display device 60, and is transmitted to the performance control board 130.
[0326] The "second special pattern change pattern designation command" indicates the change time (change pattern) of the special pattern on the second special pattern display device 61, and is set in the performance transmission data storage area of the main RAM 110c when the display of the special pattern change starts on the second special pattern display device 61, and is transmitted to the performance control board 130.
[0327] In addition, in this embodiment, the "first special symbol variable pattern designation command" and the "second special symbol variable pattern designation command" may be collectively referred to as the "variable pattern designation command".
[0328] The "special pattern confirmation command" indicates that a special pattern has been stopped and displayed, and is set in the performance transmission data storage area of the main RAM 110c when a special pattern is stopped and displayed on the first special pattern display device 60 or the second special pattern display device 61, and is sent to the performance control board 130.
[0329] The "normal symbol confirmation command" indicates that the normal symbol has been stopped and displayed, and is set in the performance transmission data storage area of the main RAM 110c when the normal symbol is stopped and displayed on the normal symbol display device 62, and is sent to the performance control board 130.
[0330] The "starting hole winning designation command" is intended to notify the performance control board 130 in advance of the result of the jackpot determination (lottery), and is set in the performance transmission data storage area of the main RAM 110c when the game ball wins the first starting hole 45 or the second starting hole 47, and is sent to the performance control board 130.
[0331] The "jackpot opening designation command" indicates that a jackpot game (special game) is about to start, and is set in the performance transmission data storage area of the main RAM 110c when various jackpot games start, and is transmitted to the performance control board 130.
[0332] The "round designation command" indicates the number of rounds of the jackpot game, and is set in the performance transmission data storage area of the main RAM 110c and transmitted to the performance control board 130 when a round of the jackpot game is started.
[0333] The "jackpot ending designation command" indicates that the jackpot game is ending, and is set in the performance transmission data storage area of the main RAM 110c when various jackpot games end, and is transmitted to the performance control board 130.
[0334] The "normal pattern storage designation command" indicates the number of reserved normal patterns (G1), and is set in the performance transmission data storage area of the main RAM 110c and transmitted to the performance control board 130 when the value stored in the reserved normal pattern number (G1) memory area increases or decreases.
[0335] The "normal symbol designation command" indicates the type of normal symbol to be displayed in a stopped state on the normal symbol display 62, and is set in the performance transmission data storage area of the main RAM 110c when various normal symbols are determined and the variable display of the normal symbols begins, and is sent to the performance control board 130.
[0336] The "normal symbol change designation command" indicates the time for the normal symbol to change on the normal symbol display 62, and is set in the performance transmission data storage area of the main RAM 110c when the display of the normal symbol changes begins, and is sent to the performance control board 130.
[0337] The "opening designation command for winning" indicates that a winning game (auxiliary game) is about to start, and is set in the performance transmission data storage area of the main RAM 110c when the winning game starts, and is transmitted to the performance control board 130.
[0338] The "winning ending designation command" indicates that various auxiliary games are ending, and is set in the performance transmission data storage area of the main RAM 110c when the winning game ends, and is sent to the performance control board 130.
[0339] The "game state designation command" indicates whether or not the game is in a time-saving game state or a high probability game state, and is set in the performance transmission data storage area of the main RAM 110c when the special pattern starts to change, when the special pattern ends to change (when the jackpot game starts), and when the jackpot ends, and is sent to the performance control board 130.
[0340] The "power on command" and the "power restoration command" indicate whether or not powering on the gaming machine 1 involves initialization of the main RAM 110c, and when the power of the gaming machine 1 is turned on, a power on command or a power restoration command corresponding to whether or not the main RAM 110c has been initialized and the game status are transmitted to the performance control board 130.
[0341] The "customer waiting state designation command" indicates that the machine has entered a customer waiting state in which the display of changing special patterns is not performed, and when the machine enters a customer waiting state, the command is set in the performance transmission data storage area of the main RAM 110c and transmitted to the performance control board 130.
[0342] The "error designation command" indicates that an error has occurred in the gaming machine 1 and the type of error. When the occurrence of a magnetic anomaly or radio wave anomaly is determined in the above-mentioned magnetic / radio wave anomaly determination process, when the occurrence of an illegal win is determined in the above-mentioned large prize opening detection switch input process, or when the occurrence of an illegal win is determined in the above-mentioned second start opening detection switch input process, the "error designation command" is set in the performance transmission data storage area of the main RAM 110c and transmitted to the performance control board 130.
[0343] In addition, when the payout control board 120 detects the opening of the game board mounting frame 3 or the glass frame 4, the lower tray 12 being full, or a payout abnormality, the data is set in the performance transmission data storage area of the payout RAM 121c and transmitted to the performance control board 130.
[0344] The "error removal command" indicates that an error that occurred in the gaming machine 1 has been resolved, and when it is detected that various abnormalities have been resolved, it is set in the performance transmission data storage area of the main RAM 110c or the payout RAM 121c and is sent to the performance control board 130.
[0345] The "setting value designation command" indicates the setting value set in the gaming machine 1, and is sent to the performance control board 130 after the gaming machine 1 is turned on, specifically, after a power-on designation command or a power-restoration designation command is sent.
[0346] (Main processing of the production control section) Next, the main processing of the performance control unit 130m will be described with reference to Fig. 10. Fig. 10 is a flowchart showing the main processing of the performance control unit 130m.
[0347] When the power supply voltage is supplied from the power supply board 160, a system reset occurs in the sub CPU 130a, and the sub CPU 130a performs the following main processing.
[0348] The sub CPU 130a sets interrupt inhibition to inhibit timer interrupts in step E10, and performs initialization processing in step E20. Specifically, in response to power-on, the sub CPU 130a reads a main processing program from the sub ROM 130b, initializes flags and the like stored in the sub RAM 130c, and performs processing such as initial settings.
[0349] In step E30, the sub CPU 130a sets interrupt permission to permit timer interruption, and in step E40, performs sub random number update processing. Specifically, it performs processing to update various random numbers stored in the sub RAM 130c. Thereafter, it repeats the processing of step E40 until a predetermined interrupt processing is performed.
[0350] (Timer interrupt processing of the production control unit) The timer interrupt process of the performance control unit 130m will be described with reference to Fig. 11. Fig. 11 is a flow chart showing the timer interrupt process executed in the performance control unit 130m at predetermined intervals (4 milliseconds).
[0351] In step E100, the sub CPU 130a saves information stored in the registers of the sub CPU 130a in a stack area, and in step E120, performs a timer update process. In this timer update process, the sub CPU 130a performs a process of updating various timers.
[0352] The sub-CPU 130a performs an input control process in step E130. Specifically, the sub-CPU 130a determines whether or not there has been an input to various switches such as the performance button detection switch 17a and the cross key detection switch 19a, and performs a process of setting predetermined data if there has been an input.
[0353] The sub-CPU 130a performs a command analysis process in step E150. Specifically, the sub-CPU 130a determines whether or not various commands have been transmitted from the main control board 110, and if various commands have been transmitted, stores the received commands in a reception buffer of the sub-RAM 130c.
[0354] The sub-CPU 130a performs a setting change / confirmation process in step E170. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a setting change designation command or a setting confirmation designation command has been received, and if a setting change designation command has been received, the sub-CPU 130a performs a process for executing the above-mentioned setting change notification, and if a setting confirmation designation command has been received, the sub-CPU 130a performs a process for executing the above-mentioned setting confirmation notification.
[0355] The sub-CPU 130a performs power-on processing in step E200. Specifically, the sub-CPU 130a refers to the receive buffer in the sub-RAM 130c to determine whether a power-on designation command has been received, and performs processing for executing a power-on notification if the command has been received. More specifically, the sub-CPU 130a transmits a power-on notification command to the display / audio control unit 140, causing the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a power-on screen and causes the audio output device 9 to output a power-on sound.
[0356] In step E250, the sub-CPU 130a performs power outage recovery processing. Specifically, it refers to the receive buffer in the sub-RAM 130c to determine whether or not a power recovery designation command has been received, and if so, performs processing to execute a power outage recovery notification. More specifically, it transmits a power recovery notification command to the display / audio control unit 140, causing the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal) to display a power recovery screen, and causes the audio output device 9 to output a power recovery sound. Note that,
[0357] In step E300, the sub-CPU 130a performs customer waiting performance processing. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether a customer waiting state designation command has been received, and if so, performs processing for performing a customer waiting demo performance after a predetermined time has elapsed. In more detail, the sub-CPU 130a transmits a customer waiting performance command to the display / audio control unit 140 to cause the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a customer waiting demo screen and cause the audio output device 9 to output a customer waiting demo sound. This will be described in more detail later with reference to FIG. 12.
[0358] In step E350, the sub-CPU 130a performs a game status update process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a game status designation command has been received, and if so, performs a process of updating the game status information stored in the sub-RAM 130c.
[0359] In step E400, the sub-CPU 130a performs reserved information update processing. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a special symbol storage designation command or a normal symbol storage designation command has been received, and if so, performs processing to update the first special symbol reserved number, the second special symbol reserved number, the normal symbol reserved number, and the like stored in the sub-RAM 130c.
[0360] In step E500, the sub-CPU 130a performs a look-ahead performance process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a start-up winning designation command or a variation pattern designation command has been received, and if so, performs processing related to the icon change performance, the continuous notice performance, and the lamp change performance as look-ahead performance. This will be described in detail later with reference to FIG. 14.
[0361] The "icon change effect" is a type of pre-reading notice effect that changes the reserved icon and the display mode of the icon to make the player expect that a big win will be executed. In this embodiment, the icon change effect for the reserved icon may be referred to as the "reserved icon change effect" and the icon change effect for the icon may be referred to as the "relevant icon change effect."
[0362] The "continuous preview performance" is a type of pre-reading preview performance that makes the player anticipate the execution of a jackpot game by executing a predetermined performance over one or more variable performances. A "lamp change effect" is a type of anticipatory preview effect that changes the lighting state of the winning port lamp over one or more variable effects, giving the player the expectation that a jackpot will be hit.
[0363] In step E600, the sub-CPU 130a performs special symbol special line performance processing. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a performance symbol designation command, a special symbol variation pattern designation command, a special symbol determination command, a big win opening designation command, a round designation command, and a big win ending designation command have been received, and performs processing to execute a performance corresponding to the received command if the command has been received.
[0364] In step E800, the sub-CPU 130a performs a normal drawing and normal display process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether a normal drawing designation command, a normal drawing change designation command, a normal pattern determination command, a winning opening designation command, and a winning ending designation command have been received, and if so, the sub-CPU 130a performs a process for executing a display corresponding to the received command.
[0365] The sub-CPU 130a performs an error notification process in step E850. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether an error designation command or an error reset designation command has been received, and if received, performs a process for executing an error notification effect corresponding to the received error designation command, or a process for terminating the error notification effect corresponding to the received error reset designation command.
[0366] In step E900, the sub-CPU 130a performs output control processing. Specifically, the sub-CPU 130a performs processing to output signals such as predetermined data and to transmit various commands stored in the transmission buffer of the sub-RAM 130c to the display / audio control unit 140 and the lamp / drive control unit 150.
[0367] At step E950, the sub CPU 130a restores the information saved at step E100 to the register of the sub CPU 130a, and ends the current timer interrupt process.
[0368] (Customer waiting performance processing by the performance control unit) The customer waiting performance processing of the performance control unit 130m will be described with reference to Fig. 12. Fig. 12 is a flowchart showing the customer waiting performance processing in the performance control unit 130m.
[0369] In step E300-1, the sub-CPU 130a judges whether or not a customer waiting state designation command has been received from the main control board 110. If the customer waiting state designation command has not been received, the process proceeds to step E300-4. If the customer waiting state designation command has been received, in step E300-2, a demo waiting time determination table (see FIG. 13) for determining the waiting time until the start of the customer waiting demo performance is selected. The demo waiting time determination table will be described in detail later.
[0370] In step E300-3, the sub-CPU 130a determines the demo waiting time and sets it in the demo waiting timer. Specifically, the sub-CPU 130a refers to the demo waiting time determination table shown in Fig. 13, and determines one demo waiting time from among a plurality of demo waiting times based on the current game state and the current state.
[0371] In step E300-4, the sub-CPU 130a judges whether or not the demo is on standby. Specifically, it judges whether or not the demo standby timer is set. If the demo is not on standby, the customer waiting demo performance is not executed and the customer waiting performance process is terminated. If the demo is on standby, the demo standby timer is updated by -1 in step E300-5.
[0372] In step E300-6, the sub CPU 130a judges whether the demo waiting timer is 0 or not. If the demo waiting timer is not 0, the customer waiting demo effect is not executed yet and the current customer waiting effect processing is terminated. If the demo waiting timer is 0, in step E300-7, the customer waiting demo effect command is set in the transmission buffer and the current customer waiting effect processing is terminated. As a result, the customer waiting demo effect command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the customer waiting demo effect that appeals to the player to play the game is executed.
[0373] (Demo waiting time determination table) FIG. 13 is a diagram showing a demo waiting time determination table which is referred to when determining the waiting time until the start of the customer waiting demo performance.
[0374] In the demo waiting time determination table in Fig. 13, the game state, the current state, and the demo waiting time to be selected are associated with each other. Four types of demo waiting times are set for the normal game state, ranging from 30 seconds to 70 seconds, and four types of demo waiting times are set for the specific game state, ranging from 35 seconds to 75 seconds.
[0375] The first feature of the demo waiting time determination table shown in Fig. 13 is that the demo waiting time from when the performance pattern is statically displayed on the image display device immediately after power is turned on, the demo waiting time from when the performance pattern is statically displayed on the image display device immediately after power is restored, the demo waiting time from when the performance pattern is statically displayed after the variable display of the performance pattern ends (the variable time has passed), and the demo waiting time from when the performance pattern is statically displayed after the customer waiting demo performance ends are different. By doing so, the customer waiting demo performance can be executed at an appropriate time according to the current state, and the operation of the gaming machine can be improved.
[0376] The second feature of the demo waiting time determination table shown in Fig. 13 is that the demo waiting time from when the performance symbol is displayed still on the image display device immediately after the power is turned on is longer than the demo waiting time from when the performance symbol is displayed still after the variable display of the performance symbol has ended (the variable time has passed). By doing so, it is possible to execute the customer waiting demo performance at an appropriate time according to the possibility that the player is playing, and it is possible to improve the operation of the gaming machine.
[0377] The third feature of the demo waiting time determination table shown in Fig. 13 is that the demo waiting time from when the performance symbol is displayed still on the image display device immediately after the power is restored is longer than the demo waiting time from when the performance symbol is displayed still after the variable display of the performance symbol ends (the variable time has passed) and the performance symbol is displayed still. By doing so, it is possible to execute the customer waiting demo performance at an appropriate time according to the possibility that the player is playing, and it is possible to improve the operation of the gaming machine.
[0378] The fourth feature of the demo waiting time determination table shown in Fig. 13 is that the demo waiting time from when the image display device displays a still image of the performance pattern immediately after power is restored is longer than the demo waiting time from when the image display device displays a still image of the performance pattern immediately after power is turned on. By doing so, it is possible to execute the customer waiting demo performance at an appropriate time according to the possibility that the player is playing, and it is possible to improve the operation of the gaming machine.
[0379] The fifth feature of the demo waiting time determination table shown in Fig. 13 is that the demo waiting time from when the performance pattern is still displayed after the customer waiting demo performance ends is the shortest. By doing so, it is possible to effectively increase the appeal of the game to the player and improve the operation of the gaming machine.
[0380] The sixth feature of the demo waiting time determination table shown in Fig. 13 is that the demo waiting time in a specific game state (low probability time-saving game state, high probability time-saving game state) is longer than the demo waiting time in a normal game state. By doing so, it is possible to execute the customer waiting demo performance at an appropriate time according to the possibility that the player is playing, and it is possible to improve the operation of the gaming machine.
[0381] (Preview processing of the production control unit) The look-ahead performance processing of the performance control unit 130m will be described with reference to Fig. 14. Fig. 14 is a flowchart showing the look-ahead performance processing in the performance control unit 130m.
[0382] In step E510, the sub-CPU 130a performs an icon change performance determination process for determining whether or not to execute an icon change performance, the performance mode of the icon change performance, etc. This will be described in detail later with reference to FIG.
[0383] In step E520, the sub-CPU 130a performs an icon display mode update process for executing the icon change effect determined to be executed in the icon change effect determination process (changing the display mode of the reserved icon or the icon already displayed). This will be described in detail later with reference to FIG. 18.
[0384] In step E530, the sub-CPU 130a performs a continuous preview performance determination process for determining whether or not to execute a continuous preview performance, the performance mode of the continuous preview performance, etc. This will be described in detail later with reference to FIG.
[0385] In step E540, the sub-CPU 130a performs a continuous preview performance execution process for executing the continuous preview performance determined to be executed in the continuous preview performance determination process. This will be described in detail later with reference to FIG.
[0386] In step E550, the sub-CPU 130a performs a lamp change performance execution process for executing a lamp change performance (lighting up the winning hole lamp NR so that the light emission mode corresponds to the icon whose display mode has changed), and ends this pre-reading performance process. Details will be described later with reference to FIG.
[0387] (Icon change performance decision process of the performance control unit) The icon change performance determination process of the performance control unit 130m will be described with reference to Fig. 15. Fig. 15 is a flowchart showing the icon change performance determination process in the performance control unit 130m.
[0388] In step E510-1, the sub-CPU 130a judges whether or not a start port winning designation command has been received from the main control board 110. If a start port winning designation command has been received, the process proceeds to step E510-2, and if a start port winning designation command has not been received, the process for determining the icon change effect is terminated.
[0389] In step E510-2, the sub-CPU 130a refers to the received start port winning designation command and determines whether or not it is a big win, the type of big win game, and the performance content (expected variation pattern).
[0390] In step E510-3, the sub CPU 130a determines whether or not the current time is a period during which the icon change performance can be performed. If the current time is a period during which the icon change performance can be performed, the process proceeds to step E510-4. If the current time is not a period during which the icon change performance can be performed, the process proceeds to step E510-8.
[0391] The "period during which icon change performance can be performed" refers to a period during which a big win game is not being performed, an icon change performance is not being performed, or an icon change performance is not scheduled to be performed. Note that it is also possible to provide only one or two of the above three conditions. In addition, it is also possible to provide that the normal game state is set when the received start port winning designation command is based on winning at the first start port 45, and that the specific game state (low probability time-saving game state, high probability time-saving game state) is set when the received start port winning designation command is based on winning at the second start port 47.
[0392] In step E510-4, the sub-CPU 130a judges whether the preliminary judgment results of the preceding reserve (reserved memory corresponding to the start port winning designation command received earlier) are all normal reach or less, that is, whether the preliminary judgment results of the preceding reserve are all normal fluctuation, shortened fluctuation, or normal reach or not. If all are normal reach or less, the process moves to step E510-5, and if not all are normal reach or less, the process moves to step E510-8.
[0393] In step E510-5, the sub-CPU 130a acquires a random number value for determining the final display mode of an icon to be additionally displayed on the first image display device 70 (main liquid crystal display), and in step E510-6, selects an icon final display mode determination table (see FIG. 16) for determining the final display mode of the icon. The icon final display mode determination table will be described in detail later.
[0394] In step E510-7, the sub-CPU 130a determines the icon final display mode. Specifically, the sub-CPU 130a refers to the icon final display mode determination table shown in Fig. 16, and determines one icon final display mode from among a plurality of icon final display modes based on the expected variation pattern indicated by the start-port winning designation command and the selection rate (%) of each icon final display mode.
[0395] In step E510-8, the sub CPU 130a determines the normal icon (CD icon) which is the normal display mode as the icon final display mode.
[0396] In step E510-9, the sub-CPU 130a judges whether the determined icon final display mode is a display mode (special icon) that executes an icon change performance. If it is a display mode that executes an icon change performance, the process proceeds to step E510-10, and if it is not a display mode that executes an icon change performance, the process proceeds to step E510-13.
[0397] In step E510-10, the sub-CPU 130a selects a change scenario determination table (see FIG. 17) for determining a change scenario for the icon change performance. The change scenario determination table will be described in detail later. This change scenario indicates the transition of the display mode from when the reserved icon appears to when it disappears.
[0398] In step E510-11, the sub-CPU 130a determines a change scenario and sets it in a look-ahead information storage area corresponding to the reserved memory number counter of the sub-RAM 130c. Specifically, the sub-CPU 130a refers to the change scenario determination table shown in Fig. 17 and determines one change scenario from among a plurality of change scenarios based on the icon final display mode, the reserved memory number of the special pattern corresponding to the start port winning designation command, and the selection rate (%) of each change scenario.
[0399] In step E510-12, the sub-CPU 130a specifies the winning icon, which is the icon display mode to be displayed first on the first image display device 70 (main liquid crystal display) from the determined change scenario, sets the icon display command of the winning icon in the transmission buffer, and ends the current icon change performance determination process. As a result, the icon display command is transmitted to the display / sound control unit 140 and the lamp / drive control unit 150, and a reserved icon in a display mode corresponding to the icon display command of the winning icon is displayed on the first image display device 70 (main liquid crystal display), or a predetermined sound effect (a first winning sound when displayed as a normal icon, and a second winning sound when displayed as a special icon) is output.
[0400] In step E510-13, the sub-CPU 130a determines a non-change scenario in which no icon change performance is executed, and sets the determined non-change scenario in the read-ahead information storage area of the sub-RAM 130c corresponding to the reserved memory number counter.
[0401] In step E510-14, the sub-CPU 130a sets the icon display command of the normal icon in the transmission buffer and ends the current icon change performance determination process. As a result, the icon display command is transmitted to the display / sound control unit 140 and the lamp / drive control unit 150, and the reserved icon in the display mode corresponding to the icon display command of the normal icon is displayed on the first image display device 70 (main liquid crystal) and a predetermined sound effect (first winning sound) is output.
[0402] In the icon change effect determination process of this embodiment, the icon change effect (reserved icon change effect, the icon change effect) is executed when all the preliminary judgment results of the reserved are normal reach or lower, but the icon change effect may be executed when the preliminary judgment result of the reserved is not a reach effect, and may not be executed when a reach effect is executed. In this way, the display mode of the reserved icon does not change during the change effect corresponding to the reserved in which the reach effect is executed, and the display mode of the reserved icon changes during the change effect corresponding to the reserved in which the reach effect is not executed, so that the icon change effect does not hinder the reach effect, and it is possible to improve the interest of the game.
[0403] In addition, even if the advance judgment result of the advance hold includes one that will perform a reach performance, the icon change performance may be executed, but the icon change performance may be executed more easily (executed at a higher rate) when the advance judgment result of the advance hold does not include one that will perform a reach performance than when it includes one that will perform a reach performance.
[0404] (Icon final display mode determination table) FIG. 16 is a diagram showing an icon final display mode determination table which is referred to when determining the icon final display mode.
[0405] The icon final display mode determination table associates the expected variation pattern indicated by the start port winning designation command, the selection rate (%) of each icon final display mode, and the selected icon final display mode.
[0406] The final icon display mode is set to a CD icon as a normal icon, and a blue character icon, a red character icon, and a rainbow character icon as special icons indicating the possibility of a jackpot (a jackpot game being played).
[0407] The probability of winning the jackpot for the special icons increases in the following order: (CD icon <) Blue character icon < Red character icon < Rainbow character icon, and the rainbow character icon is the icon that guarantees a jackpot.
[0408] Here, the main feature of the icon final display mode determination table shown in Fig. 16 is that the selection rate of the icon final display mode is made different depending on the scheduled fluctuation pattern. Specifically, in this embodiment, when the scheduled fluctuation pattern is SP reach or SPSP reach, the special icon is selected at a higher rate than when the scheduled fluctuation pattern is normal fluctuation, shortened fluctuation, or normal reach that is not a reach.
[0409] In the icon final display mode determination table shown in FIG. 16, the normal icon (CD icon) is not selected as the icon final display mode in the case of a big win, but it may be selected.
[0410] (Change scenario decision table) FIG. 17 is a diagram showing a variation scenario determination table which is referred to when determining a variation scenario.
[0411] The change scenario determination table associates the final display mode of the icon, the number of reserved memories of special patterns corresponding to the starting port winning designation command, the selection rate (%) of each change scenario, and the change scenario to be selected, and for reference, the pre-changes in each change scenario and the update mode of the icon during said changes are also listed.
[0412] "Pre-change" refers to a change display (change presentation) that is executed based on special chart determination information stored prior to the special chart determination information that corresponds to the newly received starting port winning designation command, and "the change in question" refers to a change display (change presentation) that is executed based on the special chart determination information that corresponds to the newly received starting port winning designation command.
[0413] The change scenarios include scenarios (e.g., scenario 01, etc.) in which the display mode of the icon does not change while the pre-change is being executed (the pending icon change performance is not executed) but changes while the change is being executed (the icon change performance is executed), scenarios (e.g., scenario 02, etc.) in which the display mode of the icon changes while the pre-change is being executed (the pending icon change performance is executed) but does not change while the change is being executed (the icon change performance is not executed), and scenarios (e.g., scenario 15, etc.) in which the display mode of the icon changes both while the pre-change is being executed and while the change is being executed (the pending icon change performance and the icon change performance are executed).
[0414] In the change scenario determination table of this embodiment, a scenario for changing the display mode of an icon is determined regardless of whether or not a reach performance (which may be a reach other than a normal reach) is executed in the pre-variation, but a scenario for changing the display mode of an icon may be determined by a change scenario determination table in which a reach performance that suggests the possibility of a jackpot game being executed in the pre-variation is executed as a determination element. When using such a change scenario determination table, it is preferable to set various scenarios so that a change in the display mode of an icon does not occur during the execution of a pre-variation in which a reach performance is executed, and a change in the display mode of an icon occurs during the execution of a pre-variation in which a reach performance is not executed. Also, various scenarios may be set so that a change in the display mode of an icon occurs during the execution of a pre-variation in which a reach performance is executed and a pre-variation in which a reach performance is not executed, but a change in the display mode of an icon occurs at a higher rate during the execution of a pre-variation in which a reach performance is not executed than during the execution of a pre-variation in which a reach performance is executed.
[0415] (Icon display mode update process for the production control unit) The icon display mode update process of the performance control unit 130m will be described with reference to Fig. 18. Fig. 18 is a flowchart showing the icon display mode update process in the performance control unit 130m.
[0416] In step E520-1, the sub-CPU 130a determines whether or not a variation pattern designation command has been received from the main control board 110. If a variation pattern designation command has been received, the process proceeds to step E520-2, and if a variation pattern designation command has not been received, the current icon display mode update process is terminated.
[0417] In step E520-2, the sub-CPU 130a refers to the icon change scenario stored in the look-ahead information storage area of the sub-RAM 130c, and in step E520-3, determines whether or not the icon change scenario is stored. If the icon change scenario is not stored, the process proceeds to step E520-10 assuming that a power recovery has occurred, which clears the change scenario from the sub-RAM 130c, and if the icon change scenario is stored, the process proceeds to step E520-4.
[0418] In step E520-4, the sub-CPU 130a judges whether there is a reserved icon that changes (updates) the display mode in the current variation performance. If there is a reserved icon that changes the display mode, the process proceeds to step E520-5, and if there is no reserved icon that changes the display mode, the process proceeds to step E520-8.
[0419] In step E520-5, the sub-CPU 130a selects a change pattern determination table for reserved icons (see FIG. 19) for determining a change pattern (change mode) of the display mode of the reserved icon to be changed. The change pattern determination table for reserved icons will be described in detail later.
[0420] In step E520-6, the sub-CPU 130a determines the reserved icon change pattern. Specifically, by referring to the reserved icon change pattern determination table shown in FIG. 19, one reserved icon change pattern is determined from among a plurality of reserved icon change patterns based on the reserved icon change mode in the current variation performance and the selection rate (%).
[0421] In step E520-7, the sub-CPU 130a sets a change performance command corresponding to the determined pending icon change pattern in the transmission buffer. This causes the change performance command to be transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the display state of the pending icon displayed on the first image display device 70 (main liquid crystal) changes according to the change timing corresponding to the pending icon change pattern and the change stage at the change timing, or a predetermined sound effect (change sound) is output.
[0422] In step E520-8, the sub CPU 130a determines whether or not there is an icon whose display mode is to be changed (updated). If there is an icon whose display mode is to be changed, the process proceeds to step E520-9. If there is no icon whose display mode is to be changed, the sub CPU 130a ends the current icon display mode update process.
[0423] In step E520-9, the sub-CPU 130a selects a change pattern determination table (see FIG. 20 and FIG. 21) for the icon according to the change stage at which the icon changes in the current variation performance from among a plurality of change pattern determination tables for the icon for determining a change pattern (change mode) of the display mode of the icon to be changed. Details of the change pattern determination table for the icon according to the change stage will be described later.
[0424] In step E520-10, the sub-CPU 130a selects the icon change pattern determination table (FIG. 22) for power outage to determine whether or not to execute an icon change performance as compensation for an icon change performance that may not have been executed due to the occurrence of power recovery. Details of the icon change pattern determination table for power outage will be described later.
[0425] In step E520-11, the sub-CPU 130a determines the icon change pattern. Specifically, the sub-CPU 130a refers to a change pattern determination table for the selected icon, and determines one icon change pattern from among a plurality of icon change patterns based on the state of the icon change in the current variation performance and the selection rate (%) of each icon change pattern.
[0426] In step E520-12, the sub CPU 130a sets a change performance command corresponding to the determined icon change pattern in the transmission buffer, and ends this icon display mode update process. As a result, the change performance command is transmitted to the display / sound control unit 140 and the lamp / drive control unit 150, and the display mode of the icon displayed on the first image display device 70 (main liquid crystal) changes or a predetermined sound effect (change sound) is output according to the change timing corresponding to the icon change pattern and the change stage at the change timing.
[0427] In this way, according to the icon display mode update process shown in Fig. 18, if power recovery occurs during the execution of the icon change presentation, the icon change presentation may be executed again in the variation presentation that starts after the power is restored. In this way, it is possible to reduce dissatisfaction caused by the end of the icon change presentation due to the occurrence of power recovery, and it is possible to increase the interest in the game.
[0428] In addition, according to the icon display mode update process shown in Fig. 18, even if the icon change performance is executed again in the change performance started after the power is restored, the performance mode of the icon change performance is newly determined based on the current change pattern, so that the performance is not executed from the continuation of the change scenario before the power was restored (the stage suggested before the power supply was stopped). In this way, it is possible to execute the icon change performance according to the content of the current change performance, and it is possible to increase the interest of the game.
[0429] In addition, if power is restored while an icon change effect is being executed, in the change effect that begins after power is restored, the icon change effect may not be executed in the change effect corresponding to the pending memory (special chart determination information) that precedes the pending memory (special chart determination information) that triggered the execution of the icon change effect, but the icon change effect may be executed in the change effect corresponding to the pending memory that triggered the execution of the icon change effect.
[0430] (Change pattern determination table for pending icons) FIG. 19 is a diagram showing a hold icon change pattern determination table that is referred to when determining a hold icon change pattern.
[0431] The hold icon change pattern determination table corresponds the manner in which the hold icon changes in the current change performance, the selection rate (%) of each hold icon change pattern, and the hold icon change pattern to be selected, and for reference, the timing at which the hold icon change performance occurs and the change stage for each hold icon change pattern are also listed.
[0432] The reserved icon change patterns include normal change pattern 01, in which the display mode of the reserved icon changes with the output of a sound effect when the reserved icon shifts (when the change begins) in response to the disappearance of the icon; normal change pattern 02, in which the display mode of the reserved icon changes during the change with the output of a sound effect; character effect change pattern 01, in which a character appears and an action performance is performed on the icon starting from the character, changing the display mode of the icon; and pattern effect change pattern 01, in which a change notification pattern indicating that the display mode of the icon will change as a result of the change performance is temporarily displayed and an action performance is performed on the reserved icon starting from the change notification pattern, changing the display mode of the reserved icon.
[0433] The timing of the change in the pending icon effect is classified in relation to the progress of the change performance, and includes when the change performance starts (when the change starts), when the change performance is being executed (during change), and when the performance pattern 70a temporarily stops (temporarily stopped).
[0434] The stages of change of the pending icon are set as 1UP, which changes the display mode of the probability of winning the jackpot to one level higher (for example, changing from a CD icon to a blue character icon, or from a blue character icon to a red character icon), and 2UP, which changes the display mode of the probability of winning the jackpot to two levels higher (for example, changing from a CD icon to a red character icon).
[0435] In addition, the timing of the change performance of the reserved icon is the above three timings, but it is not limited to these timings and other timings may be set. For example, during the execution of the change performance until the reach is established (during the change), during the execution of the normal reach, during the execution of the SP (SPSP) reach, etc. may be set.
[0436] (Change pattern determination table for the icon) Figures 20 and 21 are figures showing a change pattern determination table for the icon which is referred to when determining the change pattern of the icon, where FIG. 20 is a table which is referred to when the display mode of the icon is changed by one stage, and FIG. 21 is a table which is referred to when the display mode of the icon is changed by two stages.
[0437] The icon change pattern determination table corresponds to the manner in which the icon changes in the current change presentation, the selection rate (%) of each icon change pattern, and the icon change pattern to be selected, and for reference, the timing at which the icon change presentation occurs and the change stage for each icon change pattern are also provided.
[0438] The icon change patterns include normal change pattern 01, in which the display mode of the reserved icon changes at the start of the change accompanied by the output of a sound effect, normal change pattern 02, in which the display mode of the reserved icon changes during the change accompanied by the output of a sound effect, and character action change pattern 01, in which a character appears and an action performance is performed on the icon starting from the character, changing the display mode of the icon.
[0439] The timing of the icon change effect is classified in relation to the progress of the change effect, and includes when the change effect starts (when the change effect starts), when the change effect is being executed (during change), and when the effect pattern 70a temporarily stops (temporarily stopped).
[0440] The icon change stages include 1UP, which changes the display mode one level higher in the probability of winning the jackpot (for example, changing from a CD icon to a blue character icon, or changing from a blue character icon to a red character icon), and 2UP, which changes the display mode two levels higher in the probability of winning the jackpot (for example, changing from a CD icon to a red character icon, or changing from a blue character icon to a rainbow character icon).
[0441] In the change pattern determination table for the icon in this embodiment, the pattern action change pattern 01 is not selected, but it may be selected. For example, in a change performance that performs a pseudo consecutive performance, when the performance pattern 70a before the pseudo change is temporarily stopped, the change notification pattern may be temporarily stopped.
[0442] "Pseudo consecutive performance" refers to a special mode of performance pattern change display in which a re-change display in which all performance patterns 70a temporarily stop and then start changing again is executed once or multiple times within the special pattern change time determined for a winning (ball scoring) in one start port (first start port 45, second start port 47) in order to make it look as if the performance pattern change display has been executed multiple times in response to a jackpot determination based on a winning (ball scoring) in one start port (first start port 45, second start port 47).
[0443] The timing of the icon change effect is the above two timings, but it is not limited to these timings and other timings may be provided. For example, it may be provided during the execution of the change effect until the reach is established (during the change), during the execution of the normal reach, or during the execution of the SP (SPSP) reach.
[0444] (Table for determining icon change pattern when power is cut off) FIG. 22 is a diagram showing an icon change pattern determination table for use during power interruption, which is referred to when determining the icon change pattern.
[0445] The icon change pattern determination table for use when power is interrupted associates the change pattern indicated by the change pattern designation command, the final display mode of the icon, the selection rate (%) of the icon change pattern, the final display mode of the selected icon, and the selected icon change pattern, and for reference, the timing at which the change performance of the icon occurs and the change stage are also listed.
[0446] Note that the icon change patterns, the timing at which the icon change effects occur, and the icon change stages are the same as those explained in the change pattern determination table for the icon mentioned above, so explanations will be omitted here.
[0447] (Relationship between the hold icon display mode, the timing of change effects, and the frequency of change effects) FIG. 23(a) is a diagram showing the relationship between the display mode of the reserved icon and the occurrence frequency of the change effect occurrence timing.
[0448] When the display mode of the pending icon changes to a blue character icon, the change effect occurs more frequently when the frame is updated in response to receipt of a specified command than when the frame is updated after receipt of a variation pattern designation command.
[0449] In addition, when the display mode of the pending icon changes to a blue character icon, the change effect occurs less frequently at a specified frame update timing after receiving a change pattern designation command than at a frame update timing in response to receiving a specified command.
[0450] In other words, it can be said that the display mode of the pending icon is more likely to change to a blue character icon when the icon change performance is executed at a frame update timing in response to reception of a specified command than when the icon change performance is executed at a specified frame update timing after reception of a change pattern designation command.
[0451] On the other hand, when the display mode of the pending icon changes to a red character icon, the change effect occurs more frequently at a specified frame update timing after receiving a change pattern designation command than at a frame update timing in response to receiving a specified command.
[0452] In addition, when the display mode of the pending icon changes to a red character icon, the change effect occurs less frequently when the frame is updated in response to receipt of a specified command than when the frame is updated after receipt of a variation pattern designation command.
[0453] In other words, it can be said that the display mode of the reserved icon is more likely to change to a red character icon when the icon change performance is executed at a specified frame update timing after receiving a variation pattern designation command than when the icon change performance is executed at a frame update timing in response to receiving a specified command. Note that this specified command is the starting gate winning designation command or the variation pattern designation command.
[0454] Specifically, the change effects that occur at the frame update timing in response to receiving a specified command are a change effect (change effect upon winning) in which the reserved icon is displayed as a special icon when the game ball enters the start hole (first start hole 45, second start hole 47) and the reserved icon is displayed, and normal change pattern 01. In addition, the change effects that occur at a specified frame update timing after receiving a change pattern designation command are normal change pattern 02, character effect change pattern 01, and design effect change pattern 01.
[0455] Since the relationship between the pending icon display mode and the timing of the change effect occurrence frequency is as described above, the frequency of occurrence of a change effect in which the icon changes to a red character icon, which has a higher chance of winning a jackpot, is higher at a specified frame update timing after receipt of a change pattern designation command than at a frame update timing in response to receipt of a specified command, so that the player can pay attention to the timing of the change effect occurrence, thereby making it possible to increase the enjoyment of the game.
[0456] In addition, since the frequency of occurrence of the change effect of changing to a blue character icon occurs more frequently in the frame update timing in response to reception of a specified command than in the specified frame update timing after reception of a change pattern designation command, while it is difficult for the icon to change to a red character icon, which has a high expectation of winning a jackpot, in the early stages of the change effect, it is easy for the icon to change to a blue character icon, so that the player can pay attention to the subsequent change effect and the interest of the game can be increased.
[0457] (Relationship between the type of change and the timing of change occurrence and the frequency of change occurrence 1) FIG. 23(b) is a diagram showing a relationship 1 between the type of change presentation and the change presentation occurrence timing and the frequency of change presentation occurrence.
[0458] When a change effect occurs at a frame update timing in response to receipt of a specified command, the pending icon change effect occurs more frequently than the icon change effect.
[0459] In addition, when a change effect occurs at a frame update timing in response to receipt of a specified command, the icon change effect occurs less frequently than the pending icon change effect.
[0460] Since the relationship between the frequency of occurrence of the change performance and the change performance type and the timing of occurrence of the change performance is as described above, the reserved icon is likely to change early in the change performance, so that the player's expectation of a big win game can be held for a long period of time, and the interest of the game can be improved. Note that the predetermined command is the start gate winning specification command and the change pattern specification command.
[0461] (Relationship between the type of change and the timing of change occurrence and the frequency of change occurrence 2) FIG. 23(c) is a diagram showing a relationship 2 between the type of change performance and the change performance occurrence timing and the frequency of change performance occurrence.
[0462] When a change performance occurs at a predetermined frame update timing after receiving a change pattern designation command, the icon change performance occurs more frequently than the pending icon change performance.
[0463] In addition, when a change effect occurs at a specified frame update timing after receiving a change pattern designation command, the occurrence frequency of the pending icon change effect is lower than that of the icon change effect.
[0464] Since the relationship between the type of change effect, the timing of the change effect, and the frequency of occurrence of the change effect is as described above, the icon is likely to change in the late stages of the change effect, so that it is possible to increase the player's interest in the game by holding back the player's expectations for a jackpot game until the late stages of the change effect.
[0465] (Relationship between icon display mode and notification sound when an icon appears (changes)) FIG. 23(d) is a diagram showing the relationship between the icon display mode and the notification sound when an icon appears (changes).
[0466] When a CD icon appears as the reserved icon, a first generation alert sound is output as the alert sound when the icon is generated, when a reserved icon or a blue character icon appears (changes to) as the reserved icon, a second generation alert sound (change alert sound) is output as the alert sound when the icon is generated (changes), when a reserved icon or a red character icon appears (changes to) as the reserved icon, a third generation alert sound (change alert sound) is output as the alert sound when the icon is generated (changes), and when the icon changes to a rainbow character icon, a fourth generation alert sound (change alert sound) is output as the alert sound when the icon changes.
[0467] In this embodiment, different notification sounds are set for each of the multiple icon display modes (four types), but two types may be used: a generation notification sound when a CD icon appears and a change notification sound when the icon changes to a blue character icon, a red character icon, or a rainbow character icon. Alternatively, no notification sound may be output when a CD icon appears, and a notification sound may be output only when the icon changes to one of the modes. Also, for the rainbow character icon, which is determined to be a jackpot, a dedicated change notification sound may be provided, making it three types.
[0468] (Continuous preview performance decision processing of the performance control unit) The continuous preview performance determination process in the performance control unit 130m will be described with reference to Fig. 24. Fig. 24 is a flowchart showing the continuous preview performance determination process in the performance control unit 130m.
[0469] In step E530-1, the sub-CPU 130a judges whether or not a start-port winning designation command has been received from the main control board 110. If a start-port winning designation command has been received, the process proceeds to step E530-2, and if a start-port winning designation command has not been received, the process for determining the continuous advance notice performance is terminated.
[0470] In step E530-2, the sub-CPU 130a refers to the received start port winning designation command and determines whether or not it is a big win, the type of big win game, and the performance content (expected variation pattern).
[0471] In step E530-3, the sub-CPU 130a judges whether or not the current time is a period during which the consecutive preview performance can be executed. If the current time is a period during which the consecutive preview performance can be executed, the process proceeds to step E530-4. If the current time is not a period during which the consecutive preview performance can be executed, the process proceeds to step E530-6, assuming that the consecutive preview performance will not be executed.
[0472] The "period during which the consecutive notice performance can be executed" refers to a period during which a big win game is not being executed, a consecutive notice performance is not being executed, or a consecutive notice performance is not scheduled to be executed. It is also possible to set only one or two of the above three conditions. It is also possible to set a normal gaming state when the received start port winning designation command is based on winning at the first start port 45, and a specific gaming state (low probability time-saving gaming state, high probability time-saving gaming state) when the received start port winning designation command is based on winning at the second start port 47.
[0473] In step E530-4, the sub-CPU 130a selects a preview scenario determination table (see FIG. 25) for determining a preview scenario for the continuous preview performance. The preview scenario determination table will be described in detail later. This preview scenario indicates the progression of the preview performance over one or more variable performances.
[0474] In step E530-5, the sub-CPU 130a determines a preview scenario and sets it in the read-ahead information storage area corresponding to the reserved memory number counter of the sub-RAM 130c, and ends this continuous preview performance determination process. Specifically, the preview scenario determination table shown in FIG. 25 is referenced, and one preview scenario is determined from among multiple preview scenarios (including non-preview scenarios) based on the reserved memory number of the special pattern corresponding to the start port winning designation command, the type of the start port winning designation command, and the selection rate (%) of each preview scenario. The preview scenario determination table will be described in detail later.
[0475] In step E530-6, the sub-CPU 130a determines a non-preview scenario in which the consecutive preview performance is not executed, sets this in the look-ahead information storage area corresponding to the reserved memory number counter of the sub-RAM 130c, and ends this consecutive preview performance determination process.
[0476] (Preview scenario decision table) FIG. 25 shows a preview scenario determination table that is referred to when determining a preview scenario for successive preview performances.
[0477] The preview scenario determination table corresponds the number of reserved memories for special patterns corresponding to the start port winning designation command, the expected change pattern indicated by the start port winning designation command, the selection rate (%) of each preview scenario, and the preview scenario to be selected, and for reference, the pre-changes in each preview scenario and the presentation style of the preview performance for that change are also listed.
[0478] The preview scenarios include non-preview scenarios (e.g., scenario 00) in which a preview performance is not executed and an effect image is displayed around the performance pattern 70a at the start of the variation performance, a scenario (e.g., scenario 01) in which an effect image is not displayed around the performance pattern 70a at the start of a pre-variation, but an effect image is displayed around the performance pattern 70a at the start of the variation, and a scenario (e.g., scenario 02, etc.) in which an effect image is displayed around the performance pattern 70a at the start of a pre-variation and at the start of the variation.
[0479] (Continuous preview performance execution processing of the performance control unit) The continuous preview performance execution process of the performance control unit 130m will be described with reference to Fig. 26. Fig. 26 is a flowchart showing the continuous preview performance execution process in the performance control unit 130m.
[0480] In step E540-1, the sub-CPU 130a judges whether or not a variation pattern designation command has been received from the main control board 110. If a variation pattern designation command has been received, the process proceeds to step E540-2, and if a variation pattern designation command has not been received, the current continuous preview performance execution process is terminated.
[0481] In step E540-2, the sub-CPU 130a refers to the preview scenario of the continuous preview performance stored in the look-ahead information storage area of the sub-RAM 130c, and in step E540-3, it determines whether or not the preview scenario is stored. If the preview scenario is stored, the process proceeds to step E540-4, and if the preview scenario is not stored, the process proceeds to step E540-6 assuming that power recovery has occurred, which clears the preview scenario from the sub-RAM 130c.
[0482] In step E540-4, the sub-CPU 130a determines a continuous preview pattern (performance mode) according to the preview scenario, and in step E540-5, sets a continuous preview performance command according to the determined continuous preview pattern in the transmission buffer. This causes the continuous preview performance command to be transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the continuous preview performance is executed according to the continuous preview pattern, and an effect image is displayed around the performance pattern 70a at the start of the variable performance, or a predetermined sound effect is output.
[0483] In step E540-6, the sub-CPU 130a selects an alternative notice pattern determination table (see FIG. 27) for determining whether or not to execute an alternative notice performance as compensation for the continuous notice performance that may not have been executed due to the occurrence of power restoration, and determines a notice pattern. Specifically, the sub-CPU 130a refers to the selected alternative notice pattern determination table, and determines one alternative notice pattern from among a plurality of alternative notice patterns based on the variation pattern indicated by the variation pattern designation command and the selection rate (%) of each alternative notice pattern. The details of the alternative notice pattern determination table will be described later.
[0484] An "alternative preview performance" is a performance to compensate for the continuous preview performance that may not be executed due to the occurrence of power restoration (power outage), and is a type of preview performance that makes the player hopeful that a jackpot game will be executed by displaying one of several mini-characters with different odds of winning on the image display device.
[0485] In step E540-7, the sub-CPU 130a judges whether the determined alternative preview pattern is one for executing an alternative preview performance. If the alternative preview performance is not one for executing an alternative preview performance, the sub-CPU 130a ends the current continuous preview performance execution process assuming that the alternative preview performance is not executed, and if the alternative preview performance is one for executing an alternative preview performance, the sub-CPU 130a sets an alternative preview performance command corresponding to the alternative preview pattern in the transmission buffer and ends the current continuous preview performance execution process. As a result, the alternative preview performance command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the alternative preview performance is executed according to the alternative preview pattern, and a mini character is displayed on the first image display device 70 or a predetermined sound effect is output.
[0486] In this way, according to the continuous notice performance execution process shown in Fig. 26, if power recovery (power outage) occurs during the execution of the continuous notice performance, the continuous notice performance is not resumed in the variable performance that starts after the power recovery, and an alternative notice performance different from the continuous notice performance may be executed. In this way, it is possible to reduce dissatisfaction caused by the end of the continuous notice performance due to the occurrence of power recovery (power outage), and it is possible to improve the interest of the game.
[0487] (Alternative notice pattern determination table) FIG. 27 is a diagram showing an alternative warning pattern determination table which is referred to when determining an alternative warning pattern.
[0488] The alternative warning pattern determination table corresponds the type of variation pattern indicated by the variation pattern designation command, the selection rate (%) of each alternative warning pattern, and the alternative warning pattern to be selected, and also lists the presentation style for each alternative warning pattern for reference.
[0489] The alternative preview patterns include pattern 00 in which the alternative preview performance is not executed, pattern 01 in which mini character A is displayed on the image display device, pattern 02 in which mini character B is displayed on the image display device, pattern 03 in which mini character C is displayed on the image display device, and pattern 04 in which mini character D is displayed on the image display device.
[0490] The probability of winning the jackpot for mini characters increases in the following order: Mini Character A < Mini Character B < Mini Character C < Mini Character D, and Mini Character D is the mini character that is guaranteed to result in a jackpot.
[0491] The first feature of the alternative notice pattern determination table shown in Fig. 27 is that the alternative notice pattern in which the alternative notice performance is executed is more likely to be determined for a variation pattern with a high expectation of winning a jackpot than for a variation pattern with a low expectation of winning a jackpot. In this way, the alternative notice performance is executed more likely when the continuous notice performance was executed before the power recovery occurs, and the dissatisfaction caused by the end of the continuous notice performance can be reduced, making it possible to improve the interest of the game.
[0492] The second feature of the alternative notice pattern determination table shown in Fig. 27 is that it is easier to determine an alternative notice pattern in which an alternative notice performance is executed when a variable performance corresponding to a hold that triggered the execution of a continuous notice performance is executed than when a variable performance corresponding to a hold that did not trigger the execution of a continuous notice performance prior to the hold that triggered the execution of the continuous notice performance is executed. By doing so, it becomes easier to understand which variable performance corresponds to the hold that triggered the execution of the continuous notice performance after power recovery, and it is possible to improve the interest of the game.
[0493] In addition, in the variable performance executed after power is restored, a decision is made as to whether or not to execute the jackpot preview performance (dialogue preview performance, step-up preview performance) described below, so the execution probability of the jackpot preview performance may be made higher than usual to avoid executing the alternative preview performance.
[0494] Even in this case, it is preferable to make it easier to execute the big win notice performance when a variable performance corresponding to the hold that triggered the execution of the continuous notice performance is executed than when a variable performance corresponding to a hold that did not trigger the execution of the continuous notice performance prior to the hold that triggered the execution of the continuous notice performance is executed. In this way, after the power is restored, it becomes easier to understand which variable performance corresponds to the hold that triggered the execution of the continuous notice performance, and it is possible to improve the interest of the game.
[0495] (Lamp change performance execution processing of the performance control unit) The lamp change performance execution process of the performance control unit 130m will be described with reference to Fig. 28. Fig. 28 is a flowchart showing the lamp change performance execution process in the performance control unit 130m.
[0496] In step E550-1, the sub-CPU 130a judges whether or not an icon change scenario is stored in the pre-read information storage area of the sub-RAM 130c. If an icon change scenario is stored, the process proceeds to step E550-2 assuming that an icon change performance is to be executed, and if an icon change scenario is not stored, the process proceeds to step E550-6 assuming that power recovery has occurred, which clears the change scenario from the sub-RAM 130c.
[0497] In step E550-2, the sub CPU 130a determines whether it is time to change the icon. If it is time to change the icon, the process proceeds to step E550-3. If it is not time to change the icon, the sub CPU 130a ends the lamp change presentation execution process.
[0498] In step E550-3, the sub-CPU 130a sets a lamp effect command corresponding to the color after the icon change in the transmission buffer. This causes the lamp effect command to be transmitted to the lamp / drive control unit 150, and the light emission mode (light emission color, lighting / flashing) of the winning port lamp NR changes in response to the color change of the icon, thereby executing the lamp change effect.
[0499] In step E550-4, the sub-CPU 130a judges whether or not a lamp change flag indicating that a lamp change performance is being executed is set in the sub-RAM 130c. If the lamp change flag is set, the current lamp change performance execution process is terminated, and if the lamp change flag is not set, the lamp change flag is set and the current lamp change performance execution process is terminated.
[0500] In step E550-6, the sub-CPU 130a determines whether or not the lamp change flag is set in the sub-RAM 130c. If the lamp change flag is set, the process proceeds to step E550-7. If the lamp change flag is not set, the current lamp change performance execution process is terminated.
[0501] In step E550-7, the sub-CPU 130a clears the lamp change flag set in the sub-RAM 130c, and in step E550-8, sets a lamp performance end command in the transmission buffer and ends the current lamp change performance execution process. This causes the lamp performance command to be transmitted to the lamp / drive control unit 150, and the lamp change performance that was being executed ends.
[0502] In this way, according to the lamp change presentation execution process shown in Fig. 28, the lamp change presentation is executed by changing the light emission mode (light emission color, lighting / flashing) of the winning port lamp NR in response to the change of the icon in the icon change presentation. In this way, the presentation effect can be enhanced by the synergistic effect with the icon change presentation, and the interest of the game can be improved.
[0503] Also, according to the lamp change performance execution process shown in Fig. 28, unlike the icon change performance and the continuous notice performance, even if the power is restored during the execution of the lamp change performance, the lamp change performance is not executed again or a substitute notice performance is not executed. By doing so, it is possible to guarantee the rarity of the lamp change performance while reducing the control burden, and it is possible to increase the interest of the game.
[0504] In addition, when power is restored as in the case of the icon change performance, the lamp change performance may be executed again in the variable performance that starts after the power is restored. In this case, it is preferable to execute the lamp change performance so as to correspond to the icon change performance that starts after the power is restored.
[0505] In addition, instead of executing a lamp change performance in response to an icon change performance, the final light emission mode of the winning port lamp NR, the light emission scenario from the preliminary change to the actual change, etc. may be determined by lottery, and the lamp change performance may be executed.
[0506] (Performance control unit's jackpot advance notice performance decision process) The big win notice performance determination process of the performance control unit 130m will be described with reference to Fig. 29. Fig. 29 is a flowchart showing the big win notice performance determination process in the performance control unit 130m, and this process is executed after the variable performance pattern determination process (processing for determining the variable performance pattern based on the variable pattern designation command) in the special chart special line performance process described above.
[0507] In step E650-1, the sub-CPU 130a refers to the variable performance pattern executed in the current variable performance, and in step E650-2, selects a jackpot notice determination table (see FIG. 30) for determining a notice pattern of a jackpot notice performance that makes the player expect a jackpot game to be executed, and determines a notice pattern. Specifically, the sub-CPU 130a refers to the jackpot notice determination table shown in FIG. 30, and determines one notice pattern from among a plurality of notice patterns (including non-notice patterns) based on the jackpot lottery result, the type of variable performance pattern, and the selection rate (%) of each notice pattern. The details of the jackpot notice determination table will be described later.
[0508] In step E650-3, the sub-CPU 130a judges whether the preview pattern is for executing a dialogue preview performance. If the preview pattern is for executing a dialogue preview performance, the process proceeds to step E650-4. If the preview pattern is not for executing a dialogue preview performance, the process proceeds to step E650-6.
[0509] The "dialogue advance notice effect" is a type of jackpot advance notice effect in which, in response to the operation of the effect button 17 during an effective period that occurs during a variable effect, an image of a dialogue suggesting the likelihood of a jackpot is displayed on the image display device, and sound corresponding to the dialogue image is output from the audio output device 9. Specifically, a dialogue with a relatively high expectation is displayed when a jackpot game is played (high expectation of a jackpot) compared to when a jackpot game is not played, and when a dialogue with a relatively high expectation is displayed, the effect button 17 vibrates for, for example, only one second.
[0510] In step E650-4, the sub-CPU 130a selects a dialogue pattern determination table (not shown) for determining a dialogue pattern in the dialogue advance notice performance, and determines the dialogue pattern. Specifically, the sub-CPU 130a refers to the dialogue pattern determination table, and determines one dialogue pattern from among a plurality of dialogue patterns based on the big win lottery result, the type of the variable performance pattern, and the selection rate (%) of each dialogue pattern.
[0511] In step E650-5, the sub-CPU 130a sets a line preview performance command corresponding to the line pattern in the transmission buffer. This causes the line preview performance command to be transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and a line preview performance corresponding to the line pattern is executed, so that a line image is displayed on the first image display device 70 and a sound corresponding to the line image is output from the sound output device 9.
[0512] In step E650-6, the sub-CPU 130a judges whether or not the notification pattern is for executing a step-up notification performance. If the notification pattern is for executing a step-up notification performance, the process proceeds to step E650-7. If the notification pattern is not for executing a step-up notification performance, the process for determining the big win notification performance is terminated.
[0513] The "step-up preview performance" is a type of jackpot preview performance in which step performances are executed in a predetermined order from the first step to the final step. Specifically, more step performances are executed more easily when a jackpot game is executed (when the jackpot expectation is high) than when a jackpot game is not executed.
[0514] In step E650-7, the sub-CPU 130a selects a step-up pattern determination table (not shown) for determining a step-up pattern in the step-up notice performance, and determines a step-up pattern. Specifically, the sub-CPU 130a refers to the step-up pattern determination table, and determines one step-up pattern from among a plurality of step-up patterns based on the big win lottery result, the type of the variable performance pattern, and the selection rate (%) of each step-up pattern.
[0515] In step E650-8, the sub-CPU 130a sets a step-up notice performance command corresponding to the step-up pattern in the transmission buffer, and ends the current big win notice performance determination process. As a result, the step-up notice performance command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the step-up notice performance corresponding to the step-up pattern is executed, and a step image is displayed on the first image display device 70, and a sound effect corresponding to the step image is output from the audio output device 9.
[0516] (Jackpot prediction pattern determination table) FIG. 30 is a diagram showing the big win advance notice effect determination process that is referred to when determining the advance notice pattern of the big win advance notice effect.
[0517] The jackpot prediction determination table associates the jackpot lottery result, the type of variable presentation pattern, the selection rate (%) of each prediction pattern, and the prediction pattern to be selected.
[0518] The preview patterns include a preview pattern without a preview, a preview pattern in which a dialogue preview performance is executed, and a preview pattern in which a step-up preview performance is executed, and the probability of winning a big win is higher when the step-up preview performance is executed than when the dialogue preview performance is executed.
[0519] (Main processing of the general control unit) The main processing of the overall control unit 141 will be described with reference to Fig. 31. Fig. 31 is a flowchart showing the main processing of the overall control unit 141.
[0520] When a power supply voltage is supplied from the power supply board 160, a system reset occurs in the general CPU 142, and the general CPU 142 performs the following main processing.
[0521] First, the general CPU 142 sets interrupt inhibition to inhibit timer interrupts in step T1, and performs initialization processing in step T2. Specifically, the general CPU 142 reads a main processing program from the general ROM 143, initializes flags and the like stored in the general RAM 144, and performs processing such as initial settings.
[0522] In step T3, the overall CPU 142 sets an interrupt permission to permit a timer interrupt, and in step T4, refers to the receive buffer of the overall RAM 144 to determine whether or not a performance instruction command has been received from the performance control unit 130m. If no performance instruction command has been received, the process proceeds to step T7. If a performance instruction command has been received, the overall CPU 142 performs animation pattern setting processing in which an animation pattern is determined and set from the animation group of the type corresponding to the received performance instruction command in step T5.
[0523] In addition, examples of performance instruction commands include customer waiting performance commands, icon display commands, change performance commands, variable performance pattern commands, symbol stop pattern commands, opening performance pattern commands, round performance pattern commands, and ending performance pattern commands.
[0524] In addition, an animation group is a group formed by bundling one or more animation patterns, which are information that specifies (specifies) the type of objects that make up the performance image, the scene (timing) and wait frame (display time) in which the performance image is displayed, target data (identification number of the sprite image, source address, etc.), parameters (display position of the sprite image, destination address, etc.), drawing method, and information that specifies the image display device that displays the performance image.
[0525] Types of animation groups include, for example, a performance pattern group for displaying animations of performance pattern 70a, an icon group for displaying animations of pending icons and the icons, a variable performance group for displaying animations of variable performances such as backgrounds and characters, a preview performance group for displaying animations of previews, etc., and a special game performance group for displaying animations of special game performances.
[0526] In step T6, the overall CPU 142 performs a sound setting process to determine and set a sound pattern from a sound group of a type corresponding to the received performance instruction command, and in step T7, determines whether or not there is a frame switching flag indicating that it is the frame update timing to update the performance image to be displayed on the image display device (to draw a new performance image).If there is no frame switching flag, the process proceeds to step T4, and if there is a frame switching flag, the frame switching flag is cleared in step T8.
[0527] In step T9, the overall CPU 142 generates a display list made up of a group of drawing control commands, and performs display list generation and output processing to output the generated display list to the image control unit 145 (VDP).
[0528] Here, a display list is image shaping information for creating a performance image to be displayed on the first image display device 70 (main LCD) and the second image display device 71 (sub LCD), and is generated for each frame (frame update timing) or for each set of frames. In this embodiment, the display list is generated for each frame.
[0529] Specifically, the animation scene information (address) is updated for each animation pattern that has been set in the animation control process described later, and a display list for one frame corresponding to the current number of frames is generated in which drawing control commands are set according to the contents of the animation scene information for each animation pattern that has been set. Note that the drawing control commands are set in order from the animation pattern of the animation group with the lowest priority to the animation pattern of the animation group with the highest priority according to the priority (drawing order) set for the animation group to which each animation pattern belongs, but the reverse is also possible.
[0530] In step T10, the overall CPU 142 performs drawing command processing to instruct the image control unit 145 (VDP) to draw a performance image based on the display list outputted to the image control unit 145 (VDP). By performing this drawing command processing, the image control unit 145 (VDP) draws a performance image based on the display list in a drawing frame buffer, and performs processing to display the performance image drawn in the display frame buffer on the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal).
[0531] In step T 11 , the overall CPU 142 generates a sound list made up of a group of sound control commands, and performs sound list generation and output processing to output the generated sound list to the audio control unit 148 .
[0532] Here, a sound list is audio output information for specifying sounds (BGM, sound effects, etc.) such as audio data and music data to be output from the audio output device 9, and is generated based on the drawing frame when outputting a new sound.
[0533] In step T12, the overall CPU 142 performs a sound output command process to instruct the sound control unit 148 to output sounds based on the sound list outputted to the sound control unit 148. By performing this sound output command process, the sound control unit 148 causes the sound output device 9 to output sounds based on the sound list.
[0534] Therefore, various sounds are started to be output from the audio output device 9 so as to be synchronized (in sync) with the frame update timing by the image control unit 145 (VDP), and output from the audio output device 9 is ended so as to be synchronized (in sync) with the frame update timing.
[0535] Note that, although output of various sounds from the audio output device 9 is started so as to be synchronized (in sync) with the frame update timing, output of various sounds from the audio output device 9 may be stopped so as not to be synchronized (in sync) with the frame update timing, or vice versa.
[0536] In step T13, the overall CPU 142 performs animation control processing to update the animation scene information (address) for each set animation pattern in preparation for creating a display list for the next frame, and then moves the process to step T4, whereafter the processes from step T4 to step T13 are repeatedly performed in a loop.
[0537] (Command reception interrupt processing of the central control unit) The command reception interrupt process of the overall control unit 141 will be described with reference to Fig. 32. Fig. 32 is a flowchart showing the command reception interrupt process of the overall control unit 141, and this process is executed by receiving a performance instruction command transmitted from the performance control unit 130m.
[0538] In step T20, the general CPU 142 performs a command reception process to receive the performance instruction command transmitted from the performance control unit 130m. Specifically, the general CPU 142 performs a process to store the performance instruction command transmitted from the performance control unit 130m in a reception buffer of the general RAM 144, and ends this command reception interrupt process.
[0539] (V blank interrupt processing of the general control unit) The V blank interrupt process of the general control unit 141 will be described with reference to Fig. 33. Fig. 33 is a flowchart showing the V blank interrupt process of the general control unit 141, and the V blank interrupt process is executed every time a V blank signal is received (1 / 30 second = about 33 ms) transmitted from the image control unit 145 (VDP) every time the display of one frame of the performance image ends (1 / 30 second = about 33 ms).
[0540] In step T30, the overall CPU 142 performs a counter update process to update various counters (scene change counter, wait frame counter, frame counter, etc.) by a predetermined number (e.g., add "1"), and in step T31, performs a frame buffer switching command process to instruct the image control unit 145 (VDP) to switch between the first frame buffer area and the second frame buffer area of the VRAM 147.
[0541] As a result, the first frame buffer area and the second frame buffer area are alternately switched between the "drawing frame buffer" and the "display frame buffer" every time the V blank interrupt process is executed every 1 / 30 seconds (approximately 33 ms).
[0542] In step T32, the overall CPU 142 sets a frame switch flag indicating that the rendering (display) frame has been switched, and ends the current V blank interrupt process. Since this frame switch flag is referenced in step T7, the processes in steps T8 to T13 are executed each time the V blank interrupt process is executed (frame update timing).
[0543] (Timing chart for winning changes) 34 and 35 are timing charts showing various timings when the display mode of the first reserved icon is changed to a blue character icon when a gaming ball enters the first starting hole 45.
[0544] The timing of T1 is the 280th frame after the start of the variable performance, and is a frame update timing during the normal variable period during which the normal variation of the performance pattern 70a is performed. At this timing, drawing of image data b (background image, various variable performance images, various pattern images, various icon images, etc.) to the first frame buffer is started, display of image data a drawn in the second frame buffer is started to the image display device, and the normal variable performance display screen a is displayed on the image display device.
[0545] The timing of T2 is the middle of the 280th frame after the start of the variable performance. At this timing, based on the fact that the game ball has entered the first start hole 45, the main control board 110 transmits a start hole entry designation command to the performance control unit 130m.
[0546] The timing of T3 is the 281st frame after the start of the variation performance, which is a frame update timing during the normal variation period. At this timing, it is determined that the display mode of the first reserved icon is to be displayed as a blue character icon when a winning is won, but the blue character icon is not displayed on the image display device, and the output of the second occurrence notification sound from the audio output device 9 is not started.
[0547] Also, at timing T3, drawing of image data c (background image, various variable performance images, various pattern images, various icon images, etc.) into the second frame buffer begins, and display of image data b drawn in the first frame buffer begins on the image display device, and the image display device becomes in a state where the normal variable performance display screen b is displayed.
[0548] The timing of T4 is the 282nd frame after the start of the variation performance, and is the frame update timing during the normal variation period. At this timing, drawing of image data d (background image, various variation performance images, various pattern images, various icon images, etc.) to the first frame buffer is started, display of image data c drawn in the second frame buffer is started to the image display device, the normal variation performance display screen c (blue character icon display) is displayed on the image display device, and output of the second occurrence notification sound is started from the audio output device 9. This timing of T4 corresponds to the frame update timing in response to the reception of a predetermined command.
[0549] The timing of T5 is the 283rd frame after the start of the variation performance, which is a frame update timing during the normal variation period. At this timing, drawing of image data e (background image, various variation performance images, various pattern images, various icon images, etc.) to the second frame buffer is started, display of image data d drawn in the first frame buffer is started to the image display device, the normal variation performance display screen d (blue character icon display) is displayed on the image display device, and the output of the second generation notification sound from the audio output device 9 is continued.
[0550] The timing of T6 is the 284th frame after the start of the variation performance, which is a frame update timing during the normal variation period. At this timing, drawing of image data f (background image, various variation performance images, various pattern images, various icon images, etc.) to the first frame buffer is started, display of image data e drawn in the second frame buffer is started to the image display device, the normal variation performance display screen d (blue character icon display) is displayed on the image display device, and the output of the second occurrence notification sound from the audio output device 9 is continued.
[0551] The timing of T7 is the 296th frame after the start of the variation performance, and is a frame update timing during the normal variation period. At this timing, drawing of image data h (background image, variation performance image, various pattern images, various icon images, etc.) to the first frame buffer is started, display of image data g drawn in the second frame buffer is started to the image display device, the normal variation performance display screen g (blue character icon display) is displayed on the image display device, and the output of the second occurrence notification sound from the sound output device 9 is continued.
[0552] The timing of T8 is the 297th frame after the start of the variation performance, which is in the middle of the normal variation period. At this timing, the output of the second generation notification sound that has been output for about 0.5 seconds (15 frames) is stopped. In addition, the drawing of image data i (background image, variation performance image, various pattern images, various icon images, etc.) to the second frame buffer is started, the display of image data h drawn in the first frame buffer is started on the image display device, and the normal variation performance display screen h (blue character icon display) is displayed on the image display device.
[0553] The timing of T9 is the 298th frame after the start of the variation performance, which is in the middle of the normal variation period. At this timing, drawing of image data j (background image, variation performance image, various pattern images, various icon images, etc.) to the first frame buffer starts, and display of image data i drawn in the second frame buffer starts on the image display device, and the normal variation performance display screen i (blue character icon display) is displayed on the image display device.
[0554] In this way, the output of the second generation alarm sound from the audio output device 9 begins in synchronization with the frame update timing at which the blue character icon is displayed on the first image display device 70 (main LCD). This reduces the sense of discomfort felt by the player compared to when the frame update timing for the display of the blue character icon and the output of the second generation alarm sound start out of sync, making it possible to improve the enjoyment of the game.
[0555] Furthermore, whereas the output of the second generation alarm sound was started in synchronization with the frame update timing at which the blue character icon was displayed, the erasure of the blue character icon and the cessation of output of the second generation alarm sound are performed at different frame update timings. Therefore, the output of the second generation alarm sound can be stopped without being restricted by the timing at which the blue character icon is erased, making the game more enjoyable.
[0556] (Example of the change effect when winning) FIG. 36 is a di...
Claims
[Claim 1] An operation means operable by a player; An acquisition means for acquiring determination information based on the establishment of a first start condition for the first start means or a second start condition for the second start means; A performance control means for performing a variable display in which the symbols are varied on the display means based on the judgment information and then the symbols are displayed in a stopped state for a predetermined stopped display period; A pre-determination means for pre-determining the determination information for which the variable display has not yet been executed; The game state includes a normal state and a specific state that is more advantageous than the normal state, The performance control means includes: The display means is capable of displaying reserved information corresponding to each of the reserved memories related to the judgment information for which the variable display has not been executed, A light-emitting effect using a light-emitting means provided at a predetermined position can be executed as an effect that makes the player expect the execution of a special game. A vibration effect can be executed in which the operating means is vibrated in the varying display, The vibration effect is A first vibration effect is executed based on an operation during an operation effective period that occurs at a predetermined timing; A second vibration effect is executed at a timing different from that of the first vibration effect, The second vibration effect is A first performance executed at a predetermined timing; A second performance executed at a timing different from that of the first performance, The first performance can be executed based on the determination result of the advance determination means, When the variable display according to the determination result of the information for determination acquired based on the establishment of the first start condition is executed in the normal state, the first vibration performance and the second vibration performance can be executed; When the variable display according to the determination result of the information for determination acquired based on the establishment of the first start condition is executed in the specific state, the execution of the first vibration performance can be restricted, When the variable display based on the establishment of the first start condition in the normal state is executed, the types of vibrations of the executable vibration performance are more than when the variable display based on the establishment of the first start condition in the specific state is executed, A predetermined effect can be executed to change the pattern into a predetermined mode when the variable display starts and / or ends, A gaming machine characterized by satisfying at least one of the following (i) and (ii). (i) the variable display based on the second start condition in the specific state has a greater number of types of the predetermined performances performed when the variable display starts than the variable display based on the first start condition in the specific state; (ii) the variable display based on the second start condition in the specific state has a larger number of types of the predetermined performance to be performed when the variable display is terminated than the variable display based on the first start condition in the specific state;
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