Gaming Machines
The gaming machine simplifies design work by reducing command complexity through a higher-level control section and timed image generation, improving operational efficiency.
Patent Information
- Application Number
- JP2021052698
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-26
- Publication Date
- 2025-01-24
- Estimated Expiration
- 2041-03-26
AI Technical Summary
The complexity of design work in gaming machines is increased due to the large number of commands transmitted and received between control units, leading to inefficiencies.
A gaming machine design that includes a higher-level control section transmitting control information based on predetermined performance, a display control section generating images, and a capture execution unit with a timer to manage execution time, reducing the number of commands required.
This approach simplifies design work by minimizing the number of commands, enhancing operational efficiency and reducing complexity in gaming machine operations.
Smart Images

Figure 0007621151000001 
Figure 0007621151000002 
Figure 0007621151000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In general, a gaming machine is provided with a main control board and a sub-control board, as shown in Patent Document 1, and the main control board controls the progress of the game, while the sub-control board controls the presentation based on commands sent from the main control board. In the presentation control, an image control unit generates and displays images based on commands (messages) received from a higher-level control unit. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-135283 A Summary of the Invention [Problem to be solved by the invention]
[0004] In gaming machines, a large number of commands are sent and received between control units, and an increase in the number of commands can lead to a problem of complicated design work.
[0005] An object of the present invention is to provide a gaming machine that can simplify design work by reducing the number of commands. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine of the present invention comprises an upper control unit that transmits control information based on a performance whose execution has been determined, and a display control unit that receives the control information transmitted from the upper control unit and generates an image based on the received control information and displays it on an image display unit, and the display control unit functions as a capture execution unit that captures image data in a capture area based on reception of specified control information, a timing unit that times the execution time of the capture, an image generation unit that generates the image using the image data captured in the capture area, and a clear unit that clears the capture area when the execution time has elapsed.
[0007] The timekeeping unit may also measure the execution time based on the received predetermined control information. Effect of the Invention
[0008] According to the present invention, the number of commands can be reduced, thereby simplifying the design work. [Brief description of the drawings]
[0009] [Figure 1] 1 is an oblique view of a gaming machine showing a state in which a door of one reference example is open. [Diagram 2] FIG. 2 is a front view of a gaming machine according to a reference example. [Diagram 3] FIG. 2 is a block diagram of a gaming machine according to a reference example. [Figure 4] 1 is an address map of a memory area used by a main CPU according to a reference example. [Diagram 5] This is a diagram explaining a random number judgment table for determining a jackpot at low probability, which is a reference example. [Figure 6] This is a diagram explaining a random number judgment table for determining a jackpot at a high probability, which is a reference example. [Figure 7] A diagram explaining a winning pattern random number determination table for one reference example. [Figure 8] A diagram explaining a reach group determination random number judgment table according to a reference example. [Figure 9] FIG. 13 is a diagram illustrating a reach mode determination random number judgment table according to a reference example. [Figure 10] A figure explaining a fluctuation pattern random number determination table for one reference example. [Figure 11] FIG. 13 is a diagram illustrating a variable time determination table according to a reference example. [Figure 12] FIG. 13 is a diagram illustrating a special electric feature operation ram set table according to a reference example. [Figure 13] FIG. 13 is a diagram illustrating a game status setting table for setting the game status after the end of a special role game in one reference example. [Figure 14] A diagram explaining a winning determination random number judgment table for one reference example. [Figure 15] 1A is a diagram for explaining a normal pattern fluctuation time data table according to a first type of reference example, and FIG. 1B is a diagram for explaining an opening / closing control pattern table according to a first type of reference example. [Figure 16] FIG. 13 is a diagram illustrating a gaming machine status flag according to a reference example. [Figure 17] 11 is a first flowchart illustrating a CPU initialization process in a main control board according to a reference example. [Figure 18] 13 is a second flowchart illustrating a CPU initialization process in the main control board according to a reference example. [Figure 19] 13 is a flowchart illustrating a sub-command group setting process in a main control board according to a reference example. [Figure 20] 11 is a flowchart illustrating a power-off evacuation process in a main control board according to a first reference example. [Figure 21] 11 is a flowchart illustrating a timer interrupt process in a main control board according to a first reference example. [Figure 22] 11 is a flowchart illustrating setting-related processing in a main control board according to a reference example. [Figure 23] 11 is a flowchart illustrating a switch management process in a main control board according to a first reference example. [Figure 24] 11 is a flowchart illustrating a gate passing process in a main control board according to a reference example. [Diagram 25] 11 is a flowchart illustrating the first starting port passing process in a main control board according to a reference example. [Figure 26] 11 is a flowchart illustrating the second starting port passing process in a main control board according to a reference example. [Figure 27] 13 is a flowchart explaining the special pattern random number acquisition process in a main control board according to a reference example. [Figure 28] 13 is a flowchart illustrating the acquisition time performance determination process in a main control board according to a reference example. [Figure 29] A diagram explaining a special game management phase according to one reference example. [Diagram 30] 13 is a flowchart illustrating special game management processing in a main control board according to a reference example. [Diagram 31] 13 is a flowchart illustrating the special pattern change waiting process in the main control board according to one reference example. [Diagram 32] 13 is a flowchart illustrating the special symbol winning determination process in a main control board according to a reference example. [Diagram 33] 13 is a flowchart explaining the special pattern variable number determination process in a main control board according to a reference example. [Diagram 34] 13 is a flowchart explaining the processing during special pattern fluctuation in the main control board according to one reference example. [Diagram 35] 13 is a flowchart illustrating a special pattern stop pattern display process in a main control board according to a reference example. [Diagram 36] 11 is a flowchart illustrating a variable state update process in a main control board according to a first reference example. [Figure 37] A flowchart explaining the processing before opening the large prize opening in the main control board for one reference example. [Figure 38] A flowchart explaining the large prize opening / closing switching process in the main control board for one reference example. [Figure 39] A flowchart explaining the large prize opening control process in the main control board for one reference example. [Diagram 40] A flowchart explaining the large prize opening closure activation process in the main control board for one reference example. [Diagram 41] A flowchart explaining the large prize opening end wait processing in the main control board for one reference example. [Diagram 42] A diagram explaining the normal game management phase in one reference example. [Diagram 43] 13 is a flowchart illustrating normal game management processing in a main control board according to a reference example. [Diagram 44] 13 is a flowchart explaining the normal pattern change waiting process in the main control board according to one reference example. [Diagram 45] 13 is a flowchart explaining the processing during normal pattern fluctuation in the main control board according to a reference example. [Diagram 46] 13 is a flowchart explaining the normal pattern stop pattern display processing in a main control board according to a first reference example. [Figure 47] This is a flowchart explaining the processing before opening the winning opening of a normal electric device in the main control board of one reference example. [Figure 48] This is a flowchart explaining the normal electric gimmick prize opening / closing switching process in the main control board for one reference example. [Figure 49] This is a flowchart explaining the control process for opening the winning opening of a normal electric device in the main control board of one reference example. [Figure 50] This is a flowchart explaining the normal electric device winning hole closure validity processing in the main control board in one reference example. [Figure 51] This is a flowchart explaining the waiting process for the end of the normal electric device winning slot in the main control board of one reference example. [Figure 52] This is a diagram illustrating an example of a variable presentation of a no-reach variable pattern related to a reference presentation example. [Figure 53]This is a diagram illustrating an example of a normal reach fluctuation pattern fluctuation presentation related to a presentation reference example. [Figure 54] This is a diagram illustrating an example of a change in the development reach change pattern when a miss occurs in accordance with a reference example of the performance. [Figure 55] This is a diagram illustrating an example of a change presentation of a development reach change pattern at the time of a jackpot, which is related to a reference presentation example. [Figure 56] This is a diagram illustrating an example of a variable presentation when the reach development presentation relating to the presentation reference example is executed twice. [Figure 57] 13 is a diagram illustrating an example of a pseudo-continuous reach fluctuation pattern fluctuation presentation relating to a presentation reference example. FIG. [Figure 58] A figure explaining a variable performance decision table related to a performance reference example. [Figure 59] A figure explaining an example of a hold display presentation related to a reference presentation example. [Figure 60] 1A is a diagram explaining a final hold display pattern determination table relating to a reference example of presentation, and FIG. 1B is a diagram explaining a previous hold display pattern determination table relating to a reference example of presentation. [Figure 61] 13 is a flowchart explaining the sub-CPU initialization processing in the sub-control board for the reference example performance. [Figure 62] 13 is a flowchart explaining sub-timer interrupt processing in a sub-control board for a reference example of a performance. [Figure 63] 13 is a flowchart explaining the pre-reading designation command reception processing in the sub-control board for the reference example performance. [Figure 64] 13 is a flowchart explaining the variable command receiving processing in the sub-control board for the reference example performance. [Figure 65] FIG. 2 is a diagram illustrating a production stage according to an embodiment of the present invention. [Figure 66] 11A to 11C are diagrams illustrating an example of a stage change effect according to an embodiment of the present invention. [Figure 67] FIG. 2 is an explanatory diagram illustrating an example of a frame configuration of an image according to an embodiment. [Figure 68]1 is a block diagram of a gaming machine according to an embodiment. [Figure 69] FIG. 11 is a first diagram illustrating a method for generating a frame image for a stage change effect according to the embodiment. [Figure 70] 13 is a second diagram illustrating a method for generating a frame image for a stage change effect according to the embodiment. FIG. [Figure 71] 11A to 11C are diagrams illustrating messages for stage change production in the embodiment. [Figure 72] 11 is a flowchart illustrating a sub-timer interrupt process in a sub-control board in the embodiment. [Figure 73] 11 is a flowchart illustrating an act part main process in an act part according to an embodiment. [Figure 74] 11 is a flowchart illustrating a display control main process in a display control unit according to an embodiment. [Figure 75] 11 is a flowchart illustrating a capture timer setting process according to the embodiment. [Figure 76] 11 is a flowchart illustrating a capture timer monitoring process according to an embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiments are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0011] In order to facilitate understanding of the embodiment of the present invention, first, as a reference example, the mechanical configuration and electrical configuration of a so-called one-type gaming machine and the specific processing on each board are described. Next, as a performance reference example, specific performances that can be executed in the one-type gaming machine and specific processing related to the performance are described. After that, as an embodiment of the present invention, a configuration different from the reference example is specifically described.
[0012] <One type of reference example>
[0013] 1 is a perspective view of a gaming machine 100 according to a reference example, showing a state in which the door is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 in which an enclosed space is formed by four sides assembled into a substantially rectangular shape, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be freely opened and closed, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be freely opened and closed.
[0014] The middle frame 104, like the outer frame 102, has four sides arranged in a substantially rectangular shape to form an enclosed space, and a game board 108 is held in this enclosed space. A glass or resin transparent plate 110 is held in the front frame 106. When the middle frame 104 and the front frame 106 are closed against the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially parallel to each other while maintaining a predetermined distance therebetween, and the game board 108 can be seen from the front side of the gaming machine 100 through the transparent plate 110.
[0015] 2 is a front view of a gaming machine 100 according to a reference example. As shown in this figure, an operating handle 112 protruding from the front side of the gaming machine 100 is provided at the bottom of the front frame 106. This operating handle 112 is provided so that it can be rotated by a player, and when the player rotates the operating handle 112 to perform a launch operation, a gaming ball is launched by a launch mechanism (not shown) with a strength according to the rotation angle of the operating handle 112. The gaming ball thus launched rises between rails 114a and 114b provided on the gaming board 108 and is guided to a playing area 116.
[0016] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area in which the play balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills, and the play balls guided to the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.
[0017] The play area 116 includes a first play area 116a and a second play area 116b, which have different degrees of entry of game balls depending on the launch strength of the launch mechanism. The first play area 116a is located on the left side of the play area 116 as seen by a player facing the game machine 100, and the second play area 116b is located on the right side of the play area 116 as seen by a player facing the game machine 100. Since the rails 114a and 114b are on the left side of the play area 116, game balls launched by the launch mechanism with a launch strength less than a predetermined strength will enter the first play area 116a, and game balls launched with a launch strength equal to or greater than the predetermined strength will enter the second play area 116b.
[0018] In addition, the game area 116 is provided with a general winning hole 118, a first starting hole 120, and a second starting hole 122 through which game balls can enter, and when game balls enter the general winning hole 118, the first starting hole 120, and the second starting hole 122, a predetermined prize ball is paid out to the player. The number of prize balls may be any number greater than or equal to one, and the number of prize balls paid out from the general winning hole 118, the first starting hole 120, and the second starting hole 122 may be different or may be set to the same number of prize balls. In this case, it is also possible to set the number of prize balls paid out when a game ball enters the first starting hole 120 to be less than the number of prize balls paid out when a game ball enters the second starting hole 122.
[0019] In addition, as will be described later in detail, a first starting area is provided in the first starting hole 120, and a second starting area is provided in the second starting hole 122. When a game ball enters the first starting hole 120 or the second starting hole 122 and enters the first starting area or the second starting area, a lottery is held to determine one of a plurality of special patterns provided in advance. Each special pattern is associated with various game benefits, such as whether or not a big role game or a small winning game that is advantageous to the player can be executed, and what kind of game state the game state will be from then on. Therefore, when a game ball enters the first starting hole 120 or the second starting hole 122, the player will acquire a predetermined prize ball and at the same time, will acquire the opportunity to acquire the right to receive various game benefits.
[0020] The first starting hole 120 is located at the bottom of the game area 116, and is either capable of being entered by game balls flowing down the first game area 116a, or is located at a position where game balls that have entered the first game area 116a can enter more easily than game balls that have entered the second game area 116b.
[0021] The second starting hole 122 is located in the second game area 116b, and only game balls flowing down the second game area 116b can enter, or is located in a position where game balls that have entered the second game area 116b can enter more easily than game balls that have entered the first game area 116a. The second starting hole 122 is configured by a variable starting hole (a variable starting winning device) having a movable piece 122b, and the ease of entry of game balls into the second starting hole 122 can be changed.
[0022] Specifically, the second starting opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in a closed state, it is impossible or difficult for a game ball to enter the second starting opening 122. The specific configuration of the second starting opening 122 is not particularly limited, but here, the movable piece 122b is recessed into the back side of the game board 108 in the closed state, and protrudes into the front side of the game board 108 in the open state. In the closed state with the movable piece 122b recessed, the second starting opening 122 is closed, and the game ball flows down the front side of the second starting opening 122.
[0023] On the other hand, when a game ball passes through the gate 124 provided in the first game area 116a and the second game area 116b, or when a game ball enters the normal symbol operation port 125 provided in the second game area 116b, it is determined whether or not to execute an auxiliary game in which the second start port 122 is opened, and when it is determined that an auxiliary game is executed, the second start port 122 is controlled to open and close. More specifically, on the condition that a game ball has passed through the gate 124 or entered the normal symbol operation port 125, a lottery for a normal symbol, which will be described later, is held, and when a winning symbol is selected in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.
[0024] In the open state where the movable piece 122b protrudes, a game ball flowing down the front side of the second starting hole 122 falls onto the movable piece 122b. The game ball that falls onto the movable piece 122b is guided by the movable piece 122b and guided to the second starting hole 122. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray that guides the game ball to the second starting hole 122, making it easier for the game ball to enter the second starting hole 122.
[0025] Further, a first large prize opening 126 and a second large prize opening 128 are provided at the bottom of the game area 116. The first large prize opening 126 and the second large prize opening 128 are arranged at positions where at least game balls flowing down the second game area 116b can enter. The first large prize opening 126 is provided with an openable / closable door 126b, and the openable / closable door 126b normally closes the first large prize opening 126, making it impossible for game balls to enter the first large prize opening 126. In contrast, when the above-mentioned small prize game is executed, the openable / closable door 126b is opened and functions as a tray, making it possible for game balls to enter the first large prize opening 126. Then, when a game ball enters the first large prize opening 126, a predetermined prize ball is paid out to the player.
[0026] In addition, the second large prize opening 128 is provided with an opening / closing door 128b that can be opened and closed, and the opening / closing door 128b normally closes the second large prize opening 128, making it impossible for game balls to enter the second large prize opening 128. In contrast, when the above-mentioned big prize game is executed, the opening / closing door 128b is opened and functions as a tray, making it possible for game balls to enter the second large prize opening 128. When a game ball enters the second large prize opening 128, a predetermined prize ball is paid out to the player. The first large prize opening 126 and the second large prize opening 128 are also collectively simply referred to as the large prize openings.
[0027] In addition, at the bottom of the game area 116, there is a discharge outlet 130 that discharges game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, the first large prize opening 126, or the second large prize opening 128 from the game area 116 to the back side of the game board 108.
[0028] The gaming machine 100 is equipped with a performance display device 200 consisting of a liquid crystal display device, a performance prop device 202 consisting of a movable device, a performance lighting device 204 consisting of lamps that can be controlled to various lighting modes and emission colors, an audio output device 206 consisting of a speaker, and a performance button 208 that accepts operation by the player, as performance devices that perform performance while the game is in progress.
[0029] The performance display device 200 includes a main performance display section 200a and a sub-performance display section 201a, which are composed of an image display section that displays an image. The main performance display section 200a is arranged in the approximate center of the game board 108 so as to be visible from the front side of the gaming machine 100. As shown in the figure, the main performance display section 200a displays performance symbols 210a, 210b, and 210c in a variable manner, and a variable performance is executed in which the big role lottery result is notified to the player according to the stop display mode of each of the performance symbols 210a, 210b, and 210c. The sub-performance display section 201a is provided above the main performance display section 200a, and displays auxiliary performance images during the variable performance.
[0030] The performance device 202 is positioned in front of the main performance display section 200a and is normally retracted to the rear side of the game board 108, but when the above-mentioned performance patterns 210a, 210b, 210c are being displayed in a changing state, it moves to the front of the main performance display section 200a, giving the player a sense of anticipation of a big win.
[0031] The effect lighting device 204 is provided on the effect part device 202, the game board 108, etc., and is controlled to light in various ways in accordance with the images displayed on the main effect display section 200a.
[0032] The audio output device 206 is provided at the upper position of the front frame 106 or at the lowermost position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.
[0033] The effect button 208 is composed of a button that accepts a press operation by the player, and is provided at approximately the center position in the width direction of the gaming machine 100, and at a position lower than the transparent plate 110. This effect button 208 is activated according to the image displayed on the main effect display section 200a, and when the operation of the player is accepted within the operation effective time, various effects are executed according to the operation.
[0034] The cross key 209 is composed of four buttons, an up button, a down button, a left button, and a right button, which are pressed by the player, and is provided near the effect button 208. The effect button 208 and the cross key 209 may be used when making various settings.
[0035] In addition, the reference numeral 132 in the figure denotes an upper tray to which prize balls paid out from the gaming machine 100 and gaming balls lent out from the gaming ball lending device are guided, and when this upper tray 132 is filled with gaming balls, the gaming balls are guided to a lower tray 134. A ball ejection hole (not shown) for ejecting gaming balls from the lower tray 134 is formed in the bottom surface of the lower tray 134. This ball ejection hole is normally closed by an opening / closing plate (not shown), but by pushing in a ball ejection knob 134a, the opening / closing plate slides together with the ball ejection knob 134a, making it possible to eject gaming balls from the ball ejection hole to the bottom of the lower tray 134.
[0036] In addition, on the game board 108, a first special symbol display 160, a second special symbol display 162, a first special symbol reserved display 164, a second special symbol reserved display 166, a normal symbol display 168, a normal symbol reserved display 170, and a right hit notification display 172 are provided outside the game area 116 and at positions visible to the player. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and the details thereof will be described later.
[0037] (Internal configuration of control means) FIG. 3 is a block diagram showing the internal configuration of a control means for controlling the progress of a game according to one embodiment of the present invention.
[0038] The main control board 300 controls the basic operation of the game. This main control board 300 is equipped with a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads out the programs stored in the main ROM 300b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device and display, or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 300c functions as a data work area during the arithmetic processing of the main CPU 300a.
[0039] The gaming machine 100 of the reference example is broadly divided into a special game that is started by a game ball entering the first start hole 120 or the second start hole 122, and a normal game that is started by a game ball passing through the gate 124 (entering the normal operation hole 125). The main ROM 300b of the main control board 300 stores various programs for proceeding with the special game and the normal game, as well as data and tables required for various games.
[0040] The main control board 300 is connected to a general winning opening detection switch 118s that detects when a game ball enters the general winning opening 118, a first starting opening detection switch 120s that detects when a game ball enters the first starting opening 120, a second starting opening detection switch 122s that detects when a game ball enters the second starting opening 122, a gate detection switch 124s that detects when a game ball passes through the gate 124, a general operation opening detection switch 125s that detects when a game ball enters the general operation opening 125, a first large winning opening detection switch 126s that detects when a game ball enters the first large winning opening 126, a second large winning opening detection switch 128s that detects when a game ball enters the second large winning opening 128, and an out ball detection switch 130s that detects when a game ball is discharged from the game area 116. Detection signals are input from each of these detection switches to the main control board 300.
[0041] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning hole 118, the first starting hole 120, the second starting hole 122, the first large winning hole 126, and the second large winning hole 128 join with game balls guided to the back side from the discharge hole 130 at the junction passage and are guided to the facilities of the game center. The out ball detection switch 130s is provided in the junction passage, and all game balls discharged from the game area 116, in other words, all game balls shot into the game area 116, are detected by the out ball detection switch 130s.
[0042] In addition, the main control board 300 is connected to a normal electric device solenoid 122c that operates the movable piece 122b of the second starting opening 122, a first large prize opening solenoid 126c that operates the opening and closing door 126b that opens and closes the first large prize opening 126, and a second large prize opening solenoid 128c that operates the opening and closing door 128b that opens and closes the second large prize opening 128, and the opening and closing of the second starting opening 122, the first large prize opening 126 and the second large prize opening 128 are controlled by the main control board 300.
[0043] Furthermore, the first special pattern display device 160, the second special pattern display device 162, the first special pattern reserved indicator device 164, the second special pattern reserved indicator device 166, the normal pattern display device 168, the normal pattern reserved indicator device 170, and the right hit notification indicator device 172 are connected to the main control board 300, and the display of each of these indicators is controlled by the main control board 300.
[0044] In addition, the gaming machine 100 is provided with multiple abnormality detection sensors 174 that detect possible abnormalities or fraud, such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door open sensor that detects the open state of the middle frame 104 or the front frame 106, and is configured so that an abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0045] Furthermore, a setting change switch 180s is provided on the back of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. When the setting change switch 180s is turned on, the operation of changing and checking the setting value becomes possible. As will be described in detail later, in the gaming machine 100 of one reference example, one of six setting values with different advantageous degrees is stored as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.
[0046] A RAM clear button is provided on the back of the game board 108 so that it can be pressed, and pressing of this RAM clear button is detected by a RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. When the RAM clear operation signal is input from the RAM clear switch 182s at power-on, the main CPU 300a clears the main RAM 300c.
[0047] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display the registered setting values and the base ratio.
[0048] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.
[0049] The payout control board 310 performs control for launching game balls and control for paying out prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 so as to be able to communicate in both directions. This payout control board 310 is connected to a game information output terminal board 312, and various information on the progress of the game output from the main control board 300 is output to the hall computer of the gaming establishment via the payout control board 310 and the game information output terminal board 312.
[0050] A payout motor 314 is connected to the payout control board 310 to pay out the game balls stored in the storage section to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout number designation command sent from the main control board 300 to control the payout motor 314 to pay out a predetermined number of prize balls to the player. At this time, the number of paid out game balls is detected by a payout ball count switch 316s, and it is possible to know whether the prize balls to be paid out have been paid out to the player.
[0051] In addition, a tray full detection switch 318s that detects the full state of the lower tray 134 is connected to the payout control board 310. This tray full detection switch 318s is provided in a passage that leads the game balls paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310 every time a game ball passes through the passage.
[0052] Then, when a predetermined amount or more of game balls are stored in the lower tray 134 and the tray is in a full state, game balls are retained in the passage leading to the lower tray 134, and game ball detection signals are continuously input from the tray full detection switch 318s to the payout control board 310. When the payout control board 310 receives the game ball detection signals continuously for a predetermined time, it determines that the lower tray 134 is in a full state, and transmits a tray full command to the main control board 300. On the other hand, when the continuous input of the game ball detection signals is interrupted after transmitting the tray full command, it determines that the full state has been released, and transmits a tray full release command to the main control board 300.
[0053] In addition, the launch control circuit 320 is connected to the payout control board 310 so as to be able to communicate in both directions. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes launch. To the launch control circuit 320, a touch sensor 112s that is provided on the operating handle 112 and detects that the player has touched the operating handle 112, and an operation volume 112a that detects the operation angle of the operating handle 112 are connected. When signals are input from the touch sensor 112s and the operation volume 112a, the launch control circuit 320 controls the energization of the launch solenoid 112c provided on the game ball launching device to launch the game ball.
[0054] The sub-control board 330 mainly controls each presentation during gameplay, standby, etc. The sub-control board 330 includes a sub-CPU 330a, a sub-ROM 330b, a sub-RAM 330c, and an RTC 330d, and is connected to the main control board 300 so as to be able to communicate in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out a program stored in the sub-ROM 330b and performs arithmetic processing based on commands transmitted from the main control board 300 and input signals from a timer, and also controls the execution of presentations. At this time, the sub-RAM 330c functions as a work area for data during arithmetic processing by the sub-CPU 330a.
[0055] Specifically, the sub-control board 330 performs image display control to display images on the main performance display unit 200a and the sub performance display unit 201a. The sub-ROM 330b stores a large number of various image data to be displayed on the main performance display unit 200a and the sub performance display unit 201a, and the sub-CPU 330a reads the image data from the sub-ROM 330b to a VRAM (not shown) to control the image display on the main performance display unit 200a and the sub performance display unit 201a.
[0056] The sub-control board 330 also controls the movement of the stage prop device 202 and the lighting of the stage lighting device 204, and also performs audio output control to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from a stage button detection switch 208s that detects that the stage button 208 has been pressed, and from a cross key detection switch 209s that detects that the cross key 209 has been pressed, the sub-control board 330 performs a predetermined process.
[0057] Each board is connected to a power supply board (not shown), and power is supplied to each board from a commercial power source via the power supply board. A backup power supply consisting of a capacitor is also provided on the power supply board. The RTC 330d provided on the sub-control board 330 receives power from the backup power supply and keeps track of the current time.
[0058] Fig. 4 is an address map of a memory area used by the main CPU 300a according to a reference example. In Fig. 4, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 4, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.
[0059] The memory area of the main ROM 300b is provided with a used area (0000H to 1A7AH) for storing programs and data for controlling the progress of the game, and a non-used area (2000H to 2BFFH) which is an area other than the used area and stores programs and data for executing processes for conducting tests stipulated in the gaming machine regulations and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184).
[0060] The used area of the main ROM 300b includes a program area (0000H-0A89H) in which a program for controlling the progress of a game is stored, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) in which data other than the program is stored. Note that the used area may not include the unused area (0A8AH-0FFFH).
[0061] The unused area of the main ROM 300b includes a program area (2000H to 27FFH) in which programs for executing processes for performing tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184 are stored, and a data area (2800H to 2BFFH) in which data other than these programs are stored.
[0062] In addition to the used area and unused area, the memory area of the main ROM 300b also includes an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) in which arbitrary data such as the program title and version is stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) in which information necessary for the main CPU 300a to execute a program is stored.
[0063] The memory area of the main RAM 300c is divided into a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and a non-used area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processes for performing tests defined by the gaming machine regulations or for displaying the performance display monitor 184 is being executed.
[0064] The used area of the main RAM 300c includes a work area (F000H-F12AH) that is temporarily used when a program for controlling the progress of a game is being executed, an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH) for temporarily saving data during execution of a program for controlling the progress of a game. The used area may not include the unused area (F12BH-F1D7H).
[0065] The unused area of the main RAM 300c includes a work area (F210H to F21FH) that is temporarily used when programs for processing tests stipulated in the gaming machine regulations and for processing for displaying the performance display monitor 184 are being executed, and a stack area (F220H to F228H) for temporarily saving data when these programs are being executed.
[0066] In addition to the used area and unused area, the memory area of the main RAM 300c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0067] In this way, the main ROM 300b and the main RAM 300c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests defined by the gaming machine regulations and for controlling the display of the performance display monitor 184.
[0068] In the main RAM 300c, a 16-byte unused area (F200H-F20FH) is provided between the used area and the unused area. This unused area (F200H-F20FH) is set as a boundary area that separates the used area and the unused area, making the boundary between the used area and the unused area clear, and prevents the unused area from being used when a program for controlling the progress of a game is being executed, and prevents the used area from being used when a program for performing a process for performing a test specified by the gaming machine rules or a process for controlling the display of the performance display monitor 184 is being executed.
[0069] The unused area between the used area and the unused area only needs to be at least 1 byte, and from the viewpoint of preventing fraud, it is preferable that it is 4 bytes or more, and more preferably set to 16 bytes or more. Furthermore, writing and reading of data into the unused area is prohibited, but from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0070] Next, a game in the gaming machine 100 of a reference example will be described together with various tables stored in the main ROM 300b.
[0071] As described above, the gaming machine 100 of the reference example is one in which two types of games, special games and normal games, proceed in parallel, and the game state when these two games proceed is one of a combination of a low probability game state or a high probability game state and a non-time-saving game state or a time-saving game state.
[0072] Details of each game state will be described later, but the low probability game state is a game state in which the probability of acquiring the right to play a big role game in which the first large prize slot 126 and the second large prize slot 128 are opened is set low, and the high probability game state is a game state in which the probability of acquiring the right to play a big role game is set high.
[0073] Moreover, the non-time-saving game state is a game state in which the movable piece 122b is less likely to be in the open state and a game ball is less likely to enter the second start hole 122, and the time-saving game state is a game state in which the movable piece 122b is more likely to be in the open state than in the non-time-saving game state and a game ball is more likely to enter the second start hole 122. The initial state of the gaming machine 100 is set to the low probability game state and the non-time-saving game state, and this game state is referred to as the normal game state as a reference example.
[0074] When the player operates the operating handle 112 to launch a game ball into the game area 116 and the game ball flowing down the game area 116 enters the first start port 120 or the second start port 122, a lottery (hereinafter referred to as a "big prize lottery") is held to determine whether or not the player will receive a game profit. In this big prize lottery, if a big prize or a small prize is won, the first big prize port 126 and the second big prize port 128 are opened and a big prize game or a small prize game is executed in which the game ball can enter the first big prize port 126 and the second big prize port 128. In addition, the game state after the big prize game is ended is set to one of the game states described above. The big prize lottery method will be described below.
[0075] Although the details will be described later, when a game ball enters the first start hole 120 or the second start hole 122, various random number values related to the big role lottery (jackpot determining random number, winning symbol random number, reach group determining random number, reach mode determining random number, and variable pattern random number) are obtained, and each of these random number values is stored in the special symbol reservation memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reservation memory area when a game ball enters the first start hole 120 are collectively referred to as special 1 reservation, and the various random numbers stored in the special symbol reservation memory area when a game ball enters the second start hole 122 are collectively referred to as special 2 reservation.
[0076] The special chart reservation memory area of the main RAM 300c includes a first special chart reservation memory area and a second special chart reservation memory area. The first special chart reservation memory area and the second special chart reservation memory area each have four memory sections (first to fourth memory sections). When a game ball enters the first starting hole 120, the special 1 reservation is stored in order from the first memory section of the first special chart reservation memory area, and when a game ball enters the second starting hole 122, the special 2 reservation is stored in order from the first memory section of the second special chart reservation memory area.
[0077] For example, when a game ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage sections of the first special chart reservation storage area, the special 1 reservation is stored in the first storage section. Also, for example, when the special 1 reservation is stored in the first to third storage sections and the game ball enters the first starting hole 120, the special 1 reservation is stored in the fourth storage section. Also, when a game ball enters the second starting hole 122, the special 2 reservation is stored in the smallest numbered (ordinal) storage section among the first to fourth storage sections of the second special chart reservation storage area in the same manner as above.
[0078] However, the number of special 1 reservations (X1) and the number of special 2 reservations (X2) that can be stored in the first special chart reservation memory area and the second special chart reservation memory area are set to four, respectively. Therefore, for example, when a game ball enters the first start hole 120, if four special 1 reservations are already stored in the first special chart reservation memory area, the entry of the game ball into the first start hole 120 will not cause a new special 1 reservation to be stored. Similarly, when a game ball enters the second start hole 122, if four special 2 reservations are already stored in the second special chart reservation memory area, the entry of the game ball into the second start hole 122 will not cause a new special 2 reservation to be stored.
[0079] 5 is a diagram for explaining a low probability jackpot determination random number judgment table according to a reference example. When a game ball enters the first start hole 120 or the second start hole 122, one jackpot determination random number is obtained within the range of 0 to 65535. Then, when the big win lottery is started, that is, according to the game state when the jackpot is judged, a jackpot determination random number judgment table is selected, and the big win lottery is performed based on the selected jackpot determination random number judgment table and the acquired jackpot determination random number.
[0080] In the low probability game state, when starting the big role lottery for the special 1 reserve and the special 2 reserve, the low probability big win determination random number judgment table is referenced. Here, in one reference example, six setting values with different advantageous degrees are provided, and a low probability big win determination random number judgment table is provided for each setting value. During the game, the setting value is set to one of the six levels, and the big role lottery is performed by referring to the low probability big win determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).
[0081] In the low probability game state, when the setting value is set to 1 (registered setting value = 1), the big role lottery is performed by referring to the low probability jackpot determination random number judgment table a shown in Figure 5 (a). According to this low probability jackpot determination random number judgment table a, if the jackpot determination random number is 10001 to 10218, it is judged as a jackpot, if the jackpot determination random number is 20001 to 21310, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 300.6, and the small jackpot probability is about 1 / 50.
[0082] In the low probability game state, when the setting value is set to 2 (registered setting value = 2), the big prize lottery is performed by referring to the low probability jackpot determination random number judgment table b shown in Figure 5 (b). According to this low probability jackpot determination random number judgment table b, if the jackpot determination random number is 10001 to 10225, it is judged as a jackpot, if the jackpot determination random number is 20001 to 21310, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 291.2, and the small jackpot probability is about 1 / 50.
[0083] In the low probability game state, when the setting value is set to 3 (registered setting value = 3), the big role lottery is performed by referring to the low probability jackpot determination random number judgment table c shown in Figure 5 (c). According to this low probability jackpot determination random number judgment table c, if the jackpot determination random number is 10001 to 10232, it is judged as a jackpot, if the jackpot determination random number is 20001 to 21310, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 282.4, and the small jackpot probability is about 1 / 50.
[0084] In the low probability game state, when the setting value is set to 4 (registered setting value = 4), the big role lottery is performed by referring to the low probability jackpot determination random number judgment table d shown in Figure 5 (d). According to this low probability jackpot determination random number judgment table d, if the jackpot determination random number is 10001 to 10239, it is judged as a jackpot, if the jackpot determination random number is 20001 to 21310, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 274.2, and the small jackpot probability is about 1 / 50.
[0085] In the low probability game state, when the setting value is set to 5 (registered setting value = 5), the big prize lottery is performed by referring to the low probability jackpot determination random number judgment table e shown in Figure 5 (e). According to this low probability jackpot determination random number judgment table e, if the jackpot determination random number is 10001 to 10246, it is judged as a jackpot, if the jackpot determination random number is 20001 to 21310, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 266.4, and the small jackpot probability is about 1 / 50.
[0086] In the low probability game state, when the setting value is set to 6 (registered setting value = 6), the big role lottery is performed by referring to the low probability jackpot determination random number judgment table f shown in Figure 5 (f). According to this low probability jackpot determination random number judgment table f, if the jackpot determination random number is 10001 to 10253, it is judged as a jackpot, if the jackpot determination random number is 20001 to 21310, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 259.0, and the small jackpot probability is about 1 / 50.
[0087] 6 is a diagram explaining a random number judgment table for determining a high probability jackpot according to a reference example. In a high probability game state, when starting a lottery for special 1 reserve and special 2 reserve, the random number judgment table for determining a high probability jackpot is referenced. The random number judgment table for determining a high probability jackpot is also provided for each set value, similar to the random number judgment table for determining a low probability jackpot.
[0088] In the high probability game state, when the setting value is set to 1 (registered setting value = 1), the big role lottery is performed by referring to the high probability jackpot determination random number judgment table a shown in Figure 6 (a). According to this high probability jackpot determination random number judgment table a, if the jackpot determination random number is 10001 to 10620, it is judged as a jackpot, if the jackpot determination random number is 20001 to 21310, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 105.7, and the small jackpot probability is about 1 / 50.
[0089] Similarly, when the game is in a high probability game state and the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big prize lottery is performed by referring to the high probability jackpot determination random number judgment tables b to f shown in Figures 6 (b) to (f). According to these high probability jackpot determination random number judgment tables b to f, a jackpot is judged to have occurred when the jackpot determination random number is the value shown in the table. Therefore, when the setting value is 2 to 6, the jackpot probability is approximately 1 / 102.4 to 1 / 91.0, respectively, and the small jackpot probability is approximately 1 / 50.
[0090] As described above, the big prize lottery is performed according to the registered setting value. At this time, the probability of winning the big prize differs according to the registered setting value, and it is easier to win the big prize when the registered setting value is large than when it is small. Here, even if the registered setting value differs, the probability of winning the small prize does not change, but the probability of winning the small prize may be different for each registered setting value. Also, the small prize is not essential, and only either the big prize or the loss may be determined in the big prize lottery.
[0091] Also, here, the probability of winning a jackpot in both the low-probability game state and the high-probability game state is set to differ depending on the registered setting value, but it is also possible to set it so that only the probability of winning a jackpot in either the low-probability game state or the high-probability game state differs depending on the registered setting value.
[0092] FIG. 7 is a diagram for explaining a winning symbol random number judgment table according to a reference example. When a game ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the judgment result of "big win" or "small win" is derived by the above-mentioned big role lottery, the type of special symbol is determined by the obtained winning symbol random number and the winning symbol random number judgment table. At this time, when the "big win" is won by the special 1 reservation, the special 1 winning symbol random number judgment table a is selected as shown in FIG. 7(a), and when the "small win" is won by the special 1 reservation, the special 1 winning symbol random number judgment table b is selected as shown in FIG. 7(b). In addition, when a "big win" is won by the special 2 reservation, the special 2 winning pattern random number judgment table a is selected as shown in Fig. 7(c), and when a "small win" is won by the special 2 reservation, the special 2 winning pattern random number judgment table b is selected as shown in Fig. 7(d). In the following, the special pattern determined by the winning pattern random number, that is, the special pattern determined when a big win judgment result is obtained, is called the big win pattern, the special pattern determined when a small win judgment result is obtained is called the small win pattern, and the special pattern determined when a loss judgment result is obtained is called the loss pattern.
[0093] According to the special 1 winning symbol random number determination table a shown in Fig. 7(a) and the special 2 winning symbol random number determination table a shown in Fig. 7(c), the type of special symbol (big winning symbol) is determined according to the value of the acquired winning symbol random number, as shown in the figure. Also, according to the special 1 winning symbol random number determination table b shown in Fig. 7(b) and the special 2 winning symbol random number determination table b shown in Fig. 7(d), the type of special symbol (small winning symbol) is determined to be special symbol a, as shown in the figure, regardless of the value of the acquired winning symbol random number.
[0094] On the other hand, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 1 reservation, the special pattern X is determined as the losing pattern without drawing. Also, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 2 reservation, the special pattern Y is determined as the losing pattern without drawing.
[0095] In other words, the winning symbol random number determination table is referenced only when the big role lottery result is a "big win" or a "small win", and is not referenced when the big role lottery result is a "miss". Here, the same big win symbol is determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, different big win symbols may be determined in both tables, and the type of special symbol (big win symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.
[0096] In this embodiment, the selection ratio of the big win symbol and the small win symbol is common to all the setting values, but either one or both of the big win symbol and the small win symbol may be different for each setting value.
[0097] FIG. 8 is a diagram for explaining a reach group determination random number judgment table according to a first reference example. A plurality of reach group determination random number judgment tables are provided, and a preset table is selected according to the reserved type, reserved number, game state, and the variable state associated with the game state. When a game ball enters the first start hole 120 or the second start hole 122, one reach group determination random number is acquired from the range of 0 to 10006. As described above, when the big role lottery result is derived, a process is performed to determine a variable performance pattern that notifies the big role lottery result. In a first reference example, when the big role lottery result is a "miss", in determining the variable performance pattern, first, a group type is determined by the reach group determination random number and the reach group determination random number judgment table. Note that the variable state is a concept that specifies which table is to be referenced to determine the variable performance pattern, and is set separately from the game state.
[0098] For example, when the game state is set to the non-time-saving game state, if the "miss" big role lottery result is derived based on the special 1 reservation, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") when the big role lottery is performed is 0, the reach group determination random number judgment table 1 is selected as shown in FIG. 8(a). Similarly, when the game state is set to the normal game state, if the "miss" big role lottery result is derived based on the special 1 reservation, and the number of reserved special roles when the big role lottery is performed is 1 to 2, the reach group determination random number judgment table 2 is selected as shown in FIG. 8(b), and if the number of reserved special roles is 3, the reach group determination random number judgment table 3 is selected as shown in FIG. 8(c). In FIG. 8, the group x written in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type according to the acquired reach group determination random number and the type of the reach group determination random number judgment table to be referred to.
[0099] Here, we have explained the reach group determination random number judgment table that is referenced when a "miss" major role lottery result is derived based on the special 1 reservation in a non-time-saving game state, but many other reach group determination random number judgment tables are stored in the main ROM 300b.
[0100] In addition, if the result of the big role lottery is a "big win" or a "small win", the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss", and is not referenced when the result of the big role lottery is a "big win" or a "small win".
[0101] 9 is a diagram for explaining a reach mode determination random number judgment table according to a reference example. This reach mode determination random number judgment table is roughly divided into a reach mode determination random number judgment table at the time of a miss, which is selected when the big role lottery result is a "miss", a reach mode determination random number judgment table at the time of a big win, which is selected when the big role lottery result is a "big win", and a reach mode determination random number judgment table at the time of a small win, which is selected when the big role lottery result is a "small win". The reach mode determination random number judgment table at the time of a miss is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of a big win and the reach mode determination random number judgment table at the time of a small win are provided for each reserved type.
[0102] In addition, each reach mode determination random number judgment table is also provided for each game state and type of pattern. Here, an example of a reach mode determination random number judgment table for group x when it is lost, which is referred to in a predetermined game state and type of pattern, is shown in Fig. 9(a), an example of a reach mode determination random number judgment table for special 1 when it is a big win, an example of a reach mode determination random number judgment table for special 2 when it is a big win, an example of a reach mode determination random number judgment table for special 1 when it is a small win, and an example of a reach mode determination random number judgment table for special 2 when it is a small win, are shown in Fig. 9(e).
[0103] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is "miss", as shown in FIG. 9(a), a reach mode determination random number judgment table at miss corresponding to the group type determined by the group type lottery is selected, and a variable mode number is determined based on the selected reach mode determination random number judgment table at miss and the reach mode determination random number. If the result of the big role lottery is "jackpot", as shown in FIG. 9(b) and (c), a reach mode determination random number judgment table at jackpot corresponding to the read-out reserve type is selected, and a variable mode number is determined based on the selected reach mode determination random number judgment table at jackpot and the reach mode determination random number.
[0104] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," then as shown in Figures 9(d) and (e), a random number judgment table for determining the reach mode at the time of a small prize corresponding to the read-out hold type is selected, and a variable mode number is determined based on the selected random number judgment table for determining the reach mode at the time of a small prize and the reach mode determination random number.
[0105] In addition, in each reach mode determination random number judgment table, the reach mode determination random number is associated with a variation pattern random number judgment table described later together with the variation mode number, and the variation pattern random number judgment table is determined at the same time as the variation mode number is determined. In addition, in FIG. 9, table x described in the column of the variation pattern random number judgment table indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number judgment table are determined according to the acquired reach group determination random number and the type of the reach mode determination random number judgment table to be referred to. In addition, in one reference example, the variation mode number and the variation pattern number described later are set in hexadecimal. In the following, "H" is added when indicating a hexadecimal number, but ○○H described in FIG. 9 to FIG. 11 indicates an arbitrary value indicated in hexadecimal.
[0106] As described above, when the big role lottery result is "miss", the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Fig. 8. Then, according to the determined group type and the game state, the fluctuation mode number and the fluctuation pattern random number judgment table are determined by the reach mode determination random number judgment table at the time of miss and the reach mode determination random number shown in Fig. 9(a).
[0107] On the other hand, if the result of the big prize lottery is a "big win" or a "small win," the reach mode determination random number judgment table shown in Figure 9, which corresponds to the determined big win pattern or small win pattern (type of special pattern), the game state at the time of winning the big win or small win, etc., is referenced, and the reach mode determination random number is used to determine the fluctuation mode number and the fluctuation pattern random number judgment table.
[0108] 10 is a diagram for explaining a variation pattern random number determination table according to a reference example. Here, a variation pattern random number determination table x of a predetermined table number x is shown, but in addition, many other variation pattern random number determination tables are provided for each table number.
[0109] When a game ball enters the first start hole 120 or the second start hole 122, one fluctuation pattern random number is obtained from the range of 0 to 238. Then, based on the fluctuation pattern random number determination table determined at the same time as the above fluctuation mode number and the obtained fluctuation pattern random number, a fluctuation pattern number is determined as shown in the figure.
[0110] In this way, when the big role lottery is performed, the change mode number and the change pattern number are determined according to the big role lottery result, the determined symbol type, the game state, the reserved number, the reserved type, etc. These change mode numbers and change pattern numbers specify the change performance pattern, and each of them is associated with the mode and time of the change performance.
[0111] Fig. 11 is a diagram for explaining a variation time determination table according to a reference example. As described above, when the variation mode number is determined, the variation time 1 is determined according to the variation time 1 determination table shown in Fig. 11(a). According to this variation time 1 determination table, the variation time 1 is associated with each variation mode number, and the corresponding variation time 1 is determined according to the determined variation mode number.
[0112] In addition, as described above, when the variation pattern number is determined, the variation time 2 is determined according to the variation time 2 determination table shown in Fig. 11(b). According to this variation time 2 determination table, the variation time 2 is associated with each variation pattern number, and the corresponding variation time 2 is determined according to the determined variation pattern number. The total time of the variation times 1 and 2 determined in this way is the time of the variation performance that notifies the big role lottery result, that is, the variation time.
[0113] When the variation mode number is determined as described above, a variation mode command corresponding to the determined variation mode number is sent to the sub-control board 330, and when the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is sent to the sub-control board 330. In the sub-control board 330, the first half of the variation performance is mainly determined based on the received variation mode command, and the second half of the variation performance is mainly determined based on the received variation pattern command, but the details will be described later. In the following, the variation mode number and the variation pattern number are collectively referred to as variation information, and the variation mode command and the variation pattern command are collectively referred to as variation command.
[0114] FIG. 12 is a diagram for explaining a special electric role operation ram set table according to a reference example. This special electric role operation ram set table stores various data for controlling a big role game or a small win game, and during a big role game and a small win game, the first big win port solenoid 126c and the second big win port solenoid 128c are controlled to be energized by referring to this special electric role operation ram set table. In reality, a plurality of special electric role operation ram set tables are provided for each type of special symbol (big win symbol and small win symbol), and a corresponding table is set at the start of a big role game or a small win game according to the type of the determined special symbol, but here, for convenience of explanation, the control data of all the special symbols is shown in one table.
[0115] When the special symbols A, B, C, which are the big win symbols, or the special symbol a, which is the small win symbol, are determined, an opening / closing process is executed to control the opening / closing of the first big win opening 126 and the second big win opening 128 in a predetermined opening / closing pattern by referring to the special electric role operation ram set table, as shown in Fig. 12. The big win game is composed of multiple round games in which the second big win opening 128 is opened and closed a predetermined number of times, and the small win game is executed by only one round game in which the first big win opening 126 is opened and closed a predetermined number of times.
[0116] According to this special electric device operation ram set table, the opening time (waiting time until the first round of play starts), the maximum number of times the special electric device operates (the number of rounds of play executed during one big prize play or one small prize play), the open large prize winning hole (the first large prize winning hole 126 and the second large prize winning hole 128 opened in each round of play), the number of times the special electric device opens and closes (the number of times the first large prize winning hole 126 and the second large prize winning hole 128 are opened during one round of play), the solenoid energizing time (the number of times the first large prize winning hole solenoid 126c and the second large prize winning hole solenoid 126c are energized for each number of times the first large prize winning hole 126 and the second large prize winning hole 128 are opened), the number of times the special electric device opens and closes ... special electric device opens and closes) (the number of times the special electric device opens and closes) (the number of times the special electric device opens and closes) (the number of times the special electric device opens and closes) The power supply time of the resonoid 128c, i.e., the opening time of the first large prize opening 126 and the second large prize opening 128 in one play), the specified number (the maximum number of wins possible in the first large prize opening 126 and the second large prize opening 128 in one round of play), the effective time for closing the large prize opening (the closing time of the first large prize opening 126 and the second large prize opening 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the resumption of normal special play) are pre-stored as control data for the big prize play for each type of big prize pattern and small prize pattern as shown in the figure.
[0117] In one reference example, when the special symbols A and B, which are the big win symbols, are determined, a big win game consisting of five rounds of play is executed, and when the special symbol C is determined, a big win game consisting of 15 rounds of play is executed. Each round game ends when a specified number (8 balls) of game balls enter the second big win opening 128 or when a specified time (here, 29.0 seconds) has elapsed since the second big win opening 128 was opened.
[0118] In addition, when the special symbol a, which is the small prize symbol, is determined, a small prize game consisting of one round of play is executed. In the small prize game executed when the special symbol a is determined, the first large prize opening 126 is opened twice for 0.9 seconds with a predetermined pause between them in the first round of play.
[0119] 13 is a diagram illustrating a game state setting table for setting the game state after the end of the big win game according to a reference example. In a reference example, when the big win game is executed, the game state after the big win game is set according to the type of special symbol determined at the time of winning the big win.
[0120] According to this game state setting table, if the big win symbol is the special symbol A, the game state is set to a low probability game state after the big win game ends. On the other hand, if the big win symbol is the special symbol B or C, the game state is set to a high probability game state after the big win game ends, and the number of times the high probability game state continues (hereinafter referred to as the "high probability number") is set to 10,000 times. This means that the high probability game state continues until the big win lottery result is determined 10,000 times. However, the above-mentioned high probability number indicates the maximum number of times in the high probability game state of 1, and if a big win is won before the above-mentioned number of times is reached, the high probability number is set again. Therefore, when the high probability game state is set after the big win game ends, if the lottery result of a big win is not derived in the high probability game state and the lottery result of a miss is derived 10,000 times, the game state is changed to a low probability game state.
[0121] After the big win game ends, the game is set to a time-saving game state, and the number of times the time-saving game state continues (hereinafter referred to as the "time-saving number of times"). At this time, if the big win symbol is the special symbol A, the time-saving number of times is set to 100, and if the special symbol is B or C, the time-saving number of times is set to 10,000. This means that the time-saving game state continues until the big win lottery result is determined to be 100 or 10,000 times. However, the above-mentioned time-saving number of times indicates the maximum number of times that the time-saving game state of 1 can continue, and if a big win is won before the above-mentioned number of times of continuation is reached, the time-saving number of times will be set again.
[0122] 14 is a diagram for explaining a winning decision random number judgment table according to a reference example. When the game ball flowing down the game area 116 passes through the gate 124 (the game ball enters the normal symbol operation port 125), a normal symbol judgment process (hereinafter referred to as "normal symbol lottery") is performed, which corresponds to whether or not to control the movable piece 122b of the second start port 122 to be energized.
[0123] Although the details will be described later, when the game ball passes through the gate 124 (the game ball enters the normal map operation port 125), one winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the normal map reserve memory area of the main RAM 300c, up to a maximum of four. In other words, the normal map reserve memory area has four storage units for saving winning determination random numbers. Therefore, when a winning determination random number is stored in all four storage units of the normal map reserve memory area and the game ball passes through the gate 124 (the game ball enters the normal map operation port 125), the winning determination random number is not stored based on the passage of the game ball. Hereinafter, the winning determination random number stored in the normal map reserve memory area after the game ball passes through the gate 124 (the game ball enters the normal map operation port 125) is called a normal map reserve.
[0124] When starting the normal symbol lottery in the non-time-saving game state, as shown in FIG. 14(a), the winning symbol determination random number judgment table for the non-time-saving game state is referenced. According to this winning symbol determination random number judgment table for the non-time-saving game state, when the winning symbol determination random number is 0, a winning symbol is determined as the type of normal symbol, and when the winning symbol determination random number is 1 to 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability that a winning symbol is determined in the non-time-saving game state, that is, the probability of winning, is 1 / 100. As will be described in detail later, when a winning symbol is determined in this normal symbol lottery, the second start hole 122 is controlled to be in an open state, and when a losing symbol is determined, the second start hole 122 is maintained in a closed state.
[0125] In addition, when starting a normal symbol lottery in the time-saving game state, a time-saving game state winning random number determination table is referenced as shown in Fig. 14(b). According to this time-saving game state winning random number determination table, when the winning random number is 0 to 98, a winning symbol is determined as the type of normal symbol, and when the winning random number is 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability that a winning symbol is determined in the time-saving game state, that is, the probability of winning, is 99 / 100.
[0126] FIG. 15(a) is a diagram for explaining a normal pattern variation time data table according to a first reference example, and FIG. 15(b) is a diagram for explaining an opening / closing control pattern table according to a first reference example. As described above, when a normal pattern lottery is performed, the variation time of the normal pattern is determined. The normal pattern variation time data table is referenced when determining the variation time of the normal pattern when a winning pattern or a losing pattern is determined by the normal pattern lottery. According to this normal pattern variation time data table, when the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to a time-saving game state, the variation time is determined to be 1 second. When the variation time is determined in this way, the normal pattern display 168 is displayed (blinking) for the determined time. Then, when a winning pattern is determined, the normal pattern display 168 is turned on, and when a losing pattern is determined, the normal pattern display 168 is turned off.
[0127] Then, when the winning symbol is determined by the normal symbol lottery and the normal symbol display 168 is lit, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to the opening / closing control pattern table as shown in Fig. 15(b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when the normal electric role solenoid 122c starts to energize, but here, for the convenience of explanation, the control data corresponding to each game state is shown in one table.
[0128] When the winning symbol is determined, as shown in FIG. 15(b), the opening and closing of the second starting hole 122 is controlled by referring to the opening and closing control pattern table. According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 starts to open), the maximum number of times the normal electric role can be switched between opening and closing (the number of times the second start port 122 is opened), the solenoid power supply time (the power supply time of the normal electric role solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of one second start port 122), the specified number (the maximum number of winnings that can be won into the second start port 122 while the second start port 122 is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power active state time (waiting time from the end of the last opening of the second start port 122), and the normal power end wait time (waiting time until the variable display of the normal pattern described below is resumed after the normal power active state time has elapsed) are pre-stored as control data for the second start port 122 for each game state, as shown in the figure.
[0129] In this way, the non-time-saving game state and the time-saving game state are respectively associated with the opening / closing control conditions for opening / closing the second start port 122 as game progress conditions, and in the time-saving game state, the game ball is more likely to enter the second start port 122 than in the non-time-saving game state. In other words, in the time-saving game state, as long as the game ball passes through the gate 124 (the game ball enters the normal game operation port 125), the normal game lottery is performed one after another, and the second start port 122 is frequently in the open state, so that the player can perform the big role lottery while reducing the consumption of game balls.
[0130] The opening and closing conditions of the second start opening 122 prescribe three elements: the probability of winning a normal pattern, the time for which the normal pattern is displayed variably, and the opening time of the second start opening 122. In one reference example, two of these elements are set to be more advantageous for the time-saving game state than for the non-time-saving game state, so that the game ball is more likely to enter the second start opening 122 in the time-saving game state than in the non-time-saving game state. However, one or three of the above three elements may be set to be more advantageous for the time-saving game state than the non-time-saving game state. In any case, it is sufficient that the time-saving game state is more advantageous than the non-time-saving game state in at least one element, so that the game ball is more likely to enter the second start opening 122 overall in the time-saving game state than in the non-time-saving game state. In other words, when the game state is set to a non-time-saving game state, the movable piece 122b is controlled to open and close in accordance with a first condition, and when the game state is set to a time-saving game state, the movable piece 122b is controlled to open and close in accordance with a second condition which is more likely to be in the open state than the first condition.
[0131] In one reference example, a normal ball operating port 125 is provided in the second game area 116b, and almost all of the game balls that flow down to the bottom of the second game area 116b enter the normal ball operating port 125. When a game ball enters the normal ball operating port 125, one prize ball is paid out. Therefore, even if a game ball is launched into the second game area 116b in a non-time-saving game state, the game balls are hardly decreased. However, the normal ball operating port 125 is not a required configuration, and the board configuration is also only an example. Therefore, when a game ball is launched into the second game area 116b in a non-time-saving game state, the game balls may be decreased.
[0132] Next, the main processing of the main control board 300 associated with the progress of a game in the gaming machine 100 according to one reference example will be described.
[0133] Fig. 16 is a diagram for explaining a gaming machine status flag according to a reference example. In the main control board 300, whether or not a game can be played is managed by the gaming machine status flag. One of six flag values from 00H to 05H is set to the gaming machine status flag. The flag value = 00H of the gaming machine status flag indicates a playable state, and when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.
[0134] The flag value of the gaming machine status flag = 01H indicates a setting change state, and when the gaming machine status flag is 01H, a change operation of the registered setting value is possible. The flag value of the gaming machine status flag = 02H indicates a setting confirmation state, and when the gaming machine status flag is 02H, the registered setting value is displayed on the performance display monitor 184, and it is possible to confirm the registered setting value. The flag value of the gaming machine status flag = 03H indicates a setting abnormal state, and when the gaming machine status flag is 03H, the registered setting value is considered to be abnormal and the game is stopped. The flag value of the gaming machine status flag = 04H indicates an RWM (read write memory) abnormal state, and when the gaming machine status flag is 04H, the game is stopped. The flag value of the gaming machine status flag = 05H indicates a checksum abnormal state, and when the gaming machine status flag is 05H, the game is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and a process according to the gaming machine status flag is performed.
[0135] (CPU initialization process of main control board 300) Figure 17 is a first flowchart explaining the CPU initialization processing in the main control board 300 according to a reference example, and Figure 18 is a second flowchart explaining the CPU initialization processing in the main control board 300 according to a reference example.
[0136] When power is supplied from the power supply board, a system reset occurs in the main CPU 300a, and the main CPU 300a performs the following CPU initialization process (S100).
[0137] (Step S100-1) When the power is turned on, the main CPU 300a reads a boot program from the main ROM 300b as an initial setting process, and also performs setting processes necessary for executing various processes.
[0138] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.
[0139] (Step S100-5) The main CPU 300a judges whether a power-off warning signal has been detected. The main control board 300 is provided with a power-off detection circuit, and when the power supply voltage falls below a predetermined value, the power-off detection circuit outputs a power-off warning signal. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.
[0140] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. If it is determined that the wait time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5.
[0141] (Step S100-9) The main CPU 300a executes the processes required to permit access to the main RAM 300c.
[0142] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine status flag before the power is turned off into the D register.
[0143] (Step S100-13) The main CPU 300a calculates the checksum and determines whether the calculated checksum matches the checksum saved when the power was turned off (is normal) and whether the backup flag is normal. If it is determined that the backup flag and the checksum are normal, the process proceeds to step S100-15, and if it is determined that either one or both are not normal, the process proceeds to step S100-25.
[0144] (Step S100-15) The main CPU 300a sets an address that does not include a setting value or a gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0145] (Step S100-17) Main CPU 300a determines whether a RAM clear operation signal has been input from RAM clear switch 182s (whether the RAM clear button has been pressed down). If it is determined that a RAM clear operation signal has been input, main CPU 300a proceeds to step S100-31, and if it is determined that a RAM clear operation signal has not been input, main CPU 300a proceeds to step S100-19.
[0146] (Step S100-19) The main CPU 300a judges whether the flag value of the gaming machine status flag loaded in the above step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. If it is judged that all three conditions are met, the process proceeds to step S100-21, and if it is judged that any one of the three conditions is not met, the process proceeds to step S100-23.
[0147] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (setting confirmation status). That is, when the power is normally turned on while the middle frame 104 is open, the setting change switch 180s is on, and the RAM clear button is not pressed, the gaming machine enters the setting confirmation status.
[0148] (Step S100-23) The main CPU 300a executes an initialization process to clear the areas of the main RAM 300c subsequent to the top address set in step S100-15 above that are to be cleared when the power is restored, and then proceeds to step S100-49.
[0149] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0150] (Step S100-27) The main CPU 300a performs an outside area read / write check process for checking and clearing the read / write memory in the unused area.
[0151] (Step S100-29) The main CPU 300a sets an address including a setting value and a gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0152] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.
[0153] (Step S100-33) The main CPU 300a judges whether the check result of the read / write memory in the above step S100-31 is normal or not. If it is judged as normal, the process proceeds to step S100-37, and if it is judged as not normal, the process proceeds to step S100-35.
[0154] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register, and moves the process to step S100-45.
[0155] (Step S100-37) The main CPU 300a judges whether 02H (setting confirmation state) is set in the D register. If it is judged that 02H is set, the process proceeds to step S100-39, and if it is judged that 02H is not set, the process proceeds to step S100-41.
[0156] (Step S100-39) The main CPU 300a sets the D register to 00H (playable state).
[0157] (Step S100-41) The main CPU 300a judges whether the setting change conditions are satisfied. If it is judged that the setting change conditions are satisfied, the process proceeds to step S100-43. If it is judged that the setting change conditions are not satisfied, the process proceeds to step S100-45. Note that the setting change conditions here include at least that the setting change switch 180s is turned on, that the middle frame 104 is open, and that a RAM clear operation signal is input from the RAM clear switch 182s.
[0158] (Step S100-43) The main CPU 300a sets the D register to 01H (setting changed state).
[0159] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.
[0160] (Step S100-47) The main CPU 300a executes an initialization process for clearing the items in the main RAM 300c that are to be cleared when the RAM is cleared, and moves the process to step S100-49.
[0161] (Step S100-49) The main CPU 300a performs a transmission process (storing the RAM clear designation command in a transmission buffer) of a dispensing command (RAM clear designation command) to inform the dispensing control board 310 that the main RAM 300c has been cleared.
[0162] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0163] (Step S100-53) The main CPU 300a judges whether the gaming machine state flag loaded in the above step S100-51 is 00H (playable state). If it is judged to be 00H, the process proceeds to step S110, and if it is judged not to be 00H, the process proceeds to step S100-55.
[0164] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.
[0165] (Step S100-55) The main CPU 300a performs a sub-command set process for transmitting a predetermined command to the sub-control board 330. Here, a command corresponding to the gaming machine status flag is set. For example, if the gaming machine status flag is 01H, a setting change status designation command is set, and if the gaming machine status flag is 02H, a setting confirmation status designation command is set. In this way, a command corresponding to the gaming machine status flag is transmitted to the sub-control board 330, whereby the internal status of the main control board 300 can be grasped on the sub-control board 330.
[0166] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0167] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0168] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is for determining the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number -1 by the updating process of the winning symbol random number described later, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.
[0169] (Step S100-63) The main CPU 300a analyzes the received data (main commands) received from the dispensing control board 310, and executes various processes according to the received data.
[0170] (Step S100-65) The main CPU 300 a performs processing for transmitting the sub-commands stored in the transmission buffer to the sub-control board 330 .
[0171] (Step S100-67) The main CPU 300a performs processing for permitting an interrupt.
[0172] (Step S100-69) The main CPU 300a updates the reach group determination random number, the reach mode determination random number, and the change pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, the reach mode determination random number, and the change pattern random number for determining the change presentation pattern are collectively referred to as the change presentation random number.
[0173] FIG. 19 is a flowchart for explaining the sub-command group setting process (S110) in the main control board 300 according to one reference example.
[0174] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.
[0175] (Step S110-3) The main CPU 300a performs a sub-command set process for transmitting a predetermined command to the sub-control board 330. Here, for example, if the initialization process is executed in the above step S100-47, a RAM clear designation command is set.
[0176] (Step S110-5) The main CPU 300a performs a model command setting process for setting a model command indicating model information of the gaming machine 100 in a transmission buffer.
[0177] (Step S110-7) The main CPU 300a performs a setting value designation command setting process for setting a setting value designation command indicating a registered setting value in a transmission buffer.
[0178] (Step S110-9) The main CPU 300a performs a special chart 1 reservation designation command setting process that sets a special chart 1 reservation designation command indicating the special chart 1 reservation number in a transmission buffer.
[0179] (Step S110-11) The main CPU 300a performs a special chart 2 reservation designation command setting process that sets a special chart 2 reservation designation command indicating the special chart 2 reservation number in a transmission buffer.
[0180] (Step S110-13) The main CPU 300a performs a count command setting process for setting a count command indicating the remaining number of times in the time-shortened gaming state in a transmission buffer.
[0181] (Step S110-15) The main CPU 300a performs a fluctuation pattern selection state designation command setting process for setting a fluctuation pattern selection state designation command indicating a fluctuation pattern selection state in a transmission buffer.
[0182] (Step S110-17) The main CPU 300a performs a special game phase designation command setting process for setting a special game phase designation command indicating a special game management phase in a transmission buffer. The special game management phase will be described later.
[0183] (Step S110-19) The main CPU 300a judges whether the special game management phase is in a special symbol variation waiting state. If it is judged that the special symbol variation waiting state, the process proceeds to step S110-21, and if it is judged that the special symbol variation waiting state is not, the sub-command group set process is terminated.
[0184] (Step S110-21) The main CPU 300a sets the customer waiting designation command in the transmission buffer, and ends the sub-command group setting process.
[0185] Next, a description will be given of interrupt processing in the main control board 300 according to a reference example. Here, a description will be given of a power-off save processing (XINT interrupt processing) and a timer interrupt processing.
[0186] (Power off save process of main control board 300 (XINT interrupt process)) 20 is a flowchart for explaining the power-off save process (XINT interrupt process) in the main control board 300 according to a reference example. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the CPU initialization process to execute the power-off save process.
[0187] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.
[0188] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0189] (Step S300-5) Main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.
[0190] (Step S300-7) The main CPU 300a restores the registers.
[0191] (Step S300-9) The main CPU 300a performs a process for permitting an interrupt, and ends the power-off save process.
[0192] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0193] (Step S300-13) The main CPU 300a executes a checksum setting process for calculating and storing a checksum.
[0194] (Step S300-15) The main CPU 300a executes a RAM protect setting process required to prohibit access to the main RAM 300c.
[0195] (Step S300-17) In order to set a power interruption occurrence monitoring time, the main CPU 300a sets a predetermined number of times the power interruption detection signal has been detected as the counter value of a loop counter.
[0196] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0197] (Step S300-21) The main CPU 300a judges whether a power-off warning signal has been detected. If it is judged that a power-off warning signal has been detected, the process proceeds to step S300-17. If it is judged that a power-off warning signal has not been detected, the process proceeds to step S300-23.
[0198] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 above by one.
[0199] (Step S300-25) The main CPU 300a judges whether the counter value of the loop counter is 0. As a result, if it is judged that the counter value is not 0, the process proceeds to step S300-19, and if it is judged that the counter value is 0, the process proceeds to the above-mentioned CPU initialization process (step S100).
[0200] In addition, if a power outage actually occurs, the operation of the gaming machine 100 stops while steps S300-17 to S300-25 are being looped.
[0201] (Timer interrupt processing of main control board 300) 21 is a flow chart for explaining timer interrupt processing in the main control board 300 according to one reference example. The main control board 300 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in one reference example, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, the CPU initialization process (step S100) is interrupted and the following timer interrupt processing is executed.
[0202] (Step S400-1) The main CPU 300a saves the registers.
[0203] (Step S400-3) The main CPU 300a performs processing for permitting an interrupt.
[0204] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output port, and executes dynamic port output processing which controls the lighting of the first special pattern display 160, the second special pattern display 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern display 168, the normal pattern reserved indicator 170, the right hit notification indicator 172, and the performance display monitor 184.
[0205] (Step S400-7) The main CPU 300a reads various types of input port information and executes port input processing to accurately obtain the latest switch states.
[0206] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.
[0207] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it is determined that the flag value is 00H, the process proceeds to step S400-15. If it is determined that the flag value is not 00H, the process proceeds to step S400-13.
[0208] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is equal to or greater than 03H (abnormal setting state). If it is determined that the flag value is equal to or greater than 03H, the process proceeds to step S400-27. If it is determined that the flag value is not equal to or greater than 03H, the process proceeds to step S450.
[0209] (Step S450) The main CPU 300a executes the setting-related processing, and moves the process to step S400-27, which will be described later.
[0210] (Step S400-15) The main CPU 300a performs a timer update process to update various timer counters. Here, unless otherwise specified, the timer counters are decremented every time the timer interrupt process of the main control board 300 is performed, and the decrement stops when the timer counters reach 0.
[0211] (Step S400-17) The main CPU 300a executes an update process for the initial value update random number for the winning symbol random number, similar to the above step S100-61.
[0212] (Step S400-19) The main CPU 300a performs a process to update the winning symbol random number. Specifically, the random number counter is updated by adding 1, and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and if the random number counter has completed one cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0213] Although a detailed explanation will be omitted, in one reference example, the jackpot determination random number and the win determination random number use hardware random numbers updated by a hardware random number generator built into the main control board 300. The hardware random number generator updates both the jackpot determination random number and the win determination random number according to certain rules, automatically changing the random number sequence each time the random number sequence goes through one cycle, and changing the start value each time the system is reset.
[0214] (Step S500) The main CPU 300a executes a switch management process to determine whether or not a signal has been input from the first start hole detection switch 120s, the second start hole detection switch 122s, the gate detection switch 124s, the normal operation hole detection switch 125s, the first big prize hole detection switch 126s, and the second big prize hole detection switch 128s. Details of this switch management process will be described later.
[0215] (Step S600) The main CPU 300a executes a special game management process for controlling the progress of the special games. The details of the special game management process will be described later.
[0216] (Step S700) The main CPU 300a executes a normal game management process for controlling the progress of the normal game. The details of this normal game management process will be described later.
[0217] (Step S400-21) The main CPU 300a executes an error management process to determine various errors and to perform settings according to the error determination results. When it is determined that an error has occurred, the main CPU 300a sets an error designation command corresponding to the type of error.
[0218] (Step S400-23) The main CPU 300a checks the general prize hole detection switch 118s, the first start hole detection switch 120s, the second start hole detection switch 122s, the first large prize hole detection switch 126s, and the second large prize hole detection switch 128s, and executes prize hole switch processing to increment the corresponding counters for prize ball control, etc.
[0219] (Step S400-25) The main CPU 300a executes a payout control management process for creating and transmitting a payout command based on the counter value of the counter for controlling the winning balls set in the above step S400-23.
[0220] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output from the game information output terminal board 312 to the outside.
[0221] (Step S400-29) The main CPU 300a executes an LED display setting process that sets common data for controlling the lighting of various indicators (LEDs), such as the first special pattern display 160, the second special pattern display 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern display 168, the normal pattern reserved indicator 170, and the right hit notification indicator 172, in a common output buffer.
[0222] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process to synthesize solenoid output images of the normal electric role solenoid 122c, the first large prize opening solenoid 126c, the second large prize opening solenoid 128c and the movable member drive solenoid 142c, and store them in an output port buffer.
[0223] (Step S400-33) The main CPU 300a executes a port output process for outputting the values of the common output buffers stored in the respective output port buffers to the output ports.
[0224] (Step S400-35) The main CPU 300a performs processing to disable interrupts.
[0225] (Step S400-37) The main CPU 300a executes a process for calculating a base ratio to be displayed on the performance display monitor 184 using the unused area of the main RAM 300c, and executes a performance display monitor control process for setting common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer. In the performance display monitor control process, the base ratio is calculated for each predetermined period. Here, the performance display monitor 184 may switch between the base ratio of the current period and the base ratio of the previous period at each predetermined time. Also, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation. Furthermore, here, when the gaming machine state flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.
[0226] (Step S400-39) The main CPU 300a restores the registers and ends the timer interrupt process.
[0227] FIG. 22 is a flowchart illustrating the above-mentioned setting-related process (S450) according to a reference example.
[0228] (Step S450-1) The main CPU 300a judges whether the flag value of the gaming machine status flag is 01H (setting change status). If it is judged to be 01H, the process proceeds to step S450-3, and if it is judged not to be 01H, the process proceeds to step S450-15.
[0229] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0230] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s is on, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process proceeds to step S450-9.
[0231] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.
[0232] (Step S450-9) Main CPU 300a determines whether the setting value of the processing region is in the range of 1 to 6. As a result, if it is determined that the setting value is in the range of 1 to 6, the process proceeds to step S450-13, and if it is determined that the setting value is not in the range of 1 to 6, the process proceeds to step S450-11.
[0233] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.
[0234] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.
[0235] (Step S450-15) The main CPU 300a judges whether the setting change switch 180s is on. If it is judged that the setting change switch 180s is on, the setting-related process is terminated, and if it is judged that the setting change switch 180s is not on, the process proceeds to step S450-17.
[0236] (Step S450-17) The main CPU 300a sets a setting-related end designation command indicating the end of the setting-related process in the transmission buffer.
[0237] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 19. That is, when the setting related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 reservation designation command, the special chart 2 reservation designation command, the number of times command, the variation pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0238] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related process.
[0239] As described above, according to one reference example, when the power is normally turned on with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (FIG. 17). After that, the timer interrupt process is executed, but since the gaming machine status flag is set to 01H (setting change status), all processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 21) are stopped, and setting-related processes are executed.
[0240] The setting-related process is repeatedly executed while the setting change switch 180s is on, and during this setting-related process, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to one of multiple stages of setting values in response to the setting change operation.
[0241] When the setting change switch 180s is switched off while the gaming machine status flag is set to 01H (setting change state), the setting change process ends and the gaming machine status flag is set to 00H (playable state). This allows the process related to the progress of the game to be executed from the next timer interrupt process.
[0242] Here, in the setting-related processing of one reference example, after the operation of pressing the RAM clear button, i.e., the acceptance of the operation of changing the setting of the registered setting value, is finished, in the sub-command group set processing, a setting value designation command corresponding to the registered setting value is transmitted to the sub-control board 330. On the other hand, while the setting change operation is being accepted, the setting value designation command is not transmitted to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not transmitted, and when the acceptance of the setting change operation is terminated and a transition is made to a state in which game progress is possible, the risk of the registered setting value being obtained illegally can be reduced by transmitting the setting value designation command.
[0243] In one reference example, a plurality of flag values including at least 01H (setting change state) are switched. Then, when the gaming machine state flag is set to 01H (setting change state), setting-related processing becomes executable, and the progress of the game is stopped. In this way, since setting-related processing is not executed while the game is in progress, a setting value designation command is not sent while the game is in progress, and the risk of the registered setting value being illegally obtained is reduced.
[0244] Next, among the above timer interrupt processing, the switch management processing in step S500, the special game management processing in step S600, and the normal game management processing in step S700 will be described in detail.
[0245] FIG. 23 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to a reference example.
[0246] (Step S500-1) The main CPU 300a judges whether the gate detection switch is ON or the normal operation port detection switch is ON, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned ON, or whether the game ball has entered the normal operation port 125 and the detection signal from the normal operation port detection switch 125s has been turned ON. If it is determined that the gate detection switch is ON or the normal operation port detection switch is ON, the process proceeds to step S510, and if it is determined that the gate detection switch is not ON or the normal operation port detection switch is not ON, the process proceeds to step S500-3.
[0247] (Step S510) The main CPU 300a executes gate passing processing based on the passage of the gaming ball through the gate 124 (entry of the gaming ball into the normal operation port 125). Details of this gate passing processing will be described later.
[0248] (Step S500-3) The main CPU 300a judges whether the first start hole detection switch is ON, that is, whether a game ball has entered the first start hole 120 and a detection signal has been input from the first start hole detection switch 120s. If it is judged that the first start hole detection switch is ON, the process proceeds to step S520, and if it is judged that the first start hole detection switch is not ON, the process proceeds to step S500-5.
[0249] (Step S520) The main CPU 300a executes a first start hole passing process based on the entry of the gaming ball into the first start hole 120. The first start hole passing process will be described in detail later.
[0250] (Step S500-5) The main CPU 300a judges whether the second start hole detection switch is ON, that is, whether a game ball has entered the second start hole 122 and a detection signal has been input from the second start hole detection switch 122s. If it is determined that the second start hole detection switch is ON, the process proceeds to step S530, and if it is determined that the second start hole detection switch is not ON, the process proceeds to step S500-7.
[0251] (Step S530) The main CPU 300a executes a second start hole passing process based on the entry of the gaming ball into the second start hole 122. The second start hole passing process will be described in detail later.
[0252] (Step S500-7) The main CPU 300a judges whether the time has come when the large prize opening detection switch is detected as ON, that is, whether a game ball has entered the first large prize opening 126 and the second large prize opening 128 and a detection signal has been input from the first large prize opening detection switch 126s and the second large prize opening detection switch 128s. If it is judged as a result that the time has come when the large prize opening detection switch is detected as ON, the process proceeds to step S500-9, and if it is judged as not being when the large prize opening detection switch is detected as ON, the process proceeds to step S500-11.
[0253] (Step S500-9) The main CPU 300a judges whether or not a big prize game or a small prize game is currently being played, and judges whether the game balls have entered the first big prize opening 126 and the second big prize opening 128 properly. If it is judged that a big prize game or a small prize game is not being played, a predetermined fraud detection process is executed, and if it is judged that a big prize game or a small prize game is being played and the game balls have entered the first big prize opening 126 and the second big prize opening 128 properly, the main CPU 300a adds 1 to the big prize opening winning ball counter and sets a big prize opening winning designation command in the transmission buffer.
[0254] (Step S500-11) The main CPU 300a judges whether the general winning opening detection switch is on, that is, whether a game ball has entered the general winning opening 118 and a detection signal has been input from the general winning opening detection switch 118s. If it is judged that the general winning opening detection switch is on, the process proceeds to step S500-13, and if it is judged that the general winning opening detection switch is not on, the process proceeds to step S500-15.
[0255] (Step S500-13) The main CPU 300a sets a general prize slot winning designation command in the transmission buffer.
[0256] (Step S500-15) The main CPU 300a judges whether the out ball detection switch is on, i.e., whether a detection signal has been input from the out ball detection switch 130s. If it is determined that the out ball detection switch is on, the process proceeds to step S500-17, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.
[0257] (Step S500-17) The main CPU 300a sets an out ball detection designation command in the transmission buffer and terminates the switch management process.
[0258] FIG. 24 is a flow chart for explaining the gate passing process (step S510) in the main control board 300 according to one reference example.
[0259] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generating unit.
[0260] (Step S510-3) The main CPU 300a judges whether the counter value of the normal pattern reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal pattern reserved ball counter is equal to or greater than 4. As a result, if it is judged that the counter value of the normal pattern reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is judged that the normal pattern reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.
[0261] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0262] (Step S510-7) The main CPU 300a determines which of the four storage units in the general reserve storage area is to be the target storage unit in which to save the acquired winning determination random number.
[0263] (Step S510-9) The main CPU 300a saves the winning determination random number obtained in the above step S510-1 in the target memory calculated in the above step S510-7.
[0264] (Step S510-11) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer, and terminates the gate passing process.
[0265] FIG. 25 is a flowchart illustrating the first start port passing process (step S520) in the main control board 300 according to a reference example.
[0266] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is for identifying whether the reserved type is special 1 reserved or special 2 reserved, and the special symbol identification value (00H) indicates special 1 reserved, and the special symbol identification value (01H) indicates special 2 reserved.
[0267] (Step S520-3) The main CPU 300a sets the address of the special pattern 1 reserved ball count counter.
[0268] (Step S535) The main CPU300a executes the special symbol random number acquisition process and ends the first start port passing process. This special symbol random number acquisition process is executed using a module common to the second start port passing process (step S530). Therefore, the details of the special symbol random number acquisition process will be explained after the explanation of the second start port passing process.
[0269] FIG. 26 is a flowchart illustrating the second start port passing process (step S530) in the main control board 300 according to a reference example.
[0270] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0271] (Step S530-3) The main CPU 300a sets the address of the special pattern 2 reserved ball count counter.
[0272] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.
[0273] (Step S530-5) The main CPU 300a loads the normal game management phase. The normal game management phase indicates the stage of the execution process of the normal game, that is, the progress of the normal game, and is updated according to the stage of the execution process of the normal game, which will be described in detail later.
[0274] (Step S530-7) The main CPU 300a judges whether the normal game management phase loaded in the above step S530-5 is "04H". The normal game management phase "04H" indicates that the normal electric role winning opening control process is in progress. In this normal electric role winning opening control process, the normal electric role solenoid 122c is energized and the movable piece 122b is controlled to be in an open state, so here, it is judged whether the second start opening 122 is in a state in which it can be properly opened. As a result, if it is judged that the normal game management phase is not "04H", the second start opening passing process is terminated, and if it is judged that the normal game management phase is "04H", the process is transferred to step S530-9.
[0275] (Step S530-9) The main CPU 300a updates the counter value of the normal electric role winning ball counter to a value obtained by adding "1" to the current counter value, and ends the second start port passing process.
[0276] 27 is a flowchart explaining the special symbol random number acquisition process (step S535) in the main control board 300 according to a reference example. This special symbol random number acquisition process is executed by using a common module in the above-mentioned first start port passing process (step S520) and second start port passing process (step S530).
[0277] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0278] (Step S535-3) The main CPU 300a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in the above step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in the above step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved number, is loaded.
[0279] (Step S535-5) The main CPU 300a loads the jackpot determining random number updated by the hardware random number generating unit.
[0280] (Step S535-7) The main CPU 300a judges whether the number of reserved balls of the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is judged to be equal to or greater than the upper limit, the process proceeds to step S535-21. If it is judged not to be equal to or greater than the upper limit, the process proceeds to step S535-9.
[0281] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol reserved ball count counter to a value obtained by adding "1" to the current counter value.
[0282] (Step S535-11) The main CPU 300a determines which of the eight storage sections in the special chart reservation storage area is to be the target storage section in which to save the acquired jackpot determination random number.
[0283] (Step S535-13) The main CPU 300a obtains the jackpot determination random number loaded in step S535-5, the winning pattern random number updated in step S400-19, the reach group determination random number, reach mode determination random number, and variation pattern random number updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.
[0284] (Step S535-15) The main CPU 300a performs a special symbol reserved ball winning order setting process for updating and storing the winning order of the special 1 reserved and special 2 reserved balls stored in the special symbol reserved storage area.
[0285] (Step S536) The main CPU 300a executes the acquisition time performance determination process for performing the major role provisional lottery, the winning symbol provisional determination, and the variable information provisional determination based on the various random numbers stored in the target storage unit in the above step S535-13. In this acquisition time performance determination process, a pre-reading designation command indicating the variable information to be determined when the newly stored reserved is read out is transmitted to the sub-control board 330. This acquisition time performance determination process will be described later.
[0286] (Step S535-17) The main CPU 300a loads the counter values of the special pattern 1 reserved ball number counter and the special pattern 2 reserved ball number counter.
[0287] (Step S535-19) The main CPU 300a sets the special reserved command in the transmission buffer based on the counter value loaded in step S535-17. Here, the special reserved command is set based on the counter value (special reserved number) of the special reserved ball number counter of the special pattern 1, and the special reserved command is set based on the counter value (special reserved number) of the special reserved ball number counter of the special pattern 2. As a result, the special reserved number and the special reserved number are transmitted to the sub-control board 330 every time the special reserved number or the special reserved number is stored.
[0288] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0289] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 and judges whether it is below the normal electric device winning opening control state described later. If it is judged to be below the normal electric device winning opening control state, the process proceeds to step S535-25, and if it is judged not to be below the normal electric device winning opening control state, the special symbol random number acquisition process is terminated.
[0290] (Step S535-25) The main CPU 300a determines whether or not an abnormal winning has occurred, and if it determines that an abnormal winning has occurred, executes a start port abnormal winning error process to perform a predetermined process, and ends the special pattern random number acquisition process (step S535).
[0291] FIG. 28 is a flowchart illustrating the acquisition time performance determination process (step S536) in main control board 300 according to one reference example.
[0292] (Step S536-1) The main CPU300a selects a corresponding jackpot determination random number judgment table based on the currently set value. Specifically, the main CPU300a selects a corresponding jackpot determination random number judgment table based on the current game state and the currently set value. Then, the main CPU300a performs a provisional special symbol win judgment process to provisionally judge whether the jackpot is a jackpot, a small win, or a miss, based on the selected table and the jackpot determination random number stored in the target memory unit in step S535-13.
[0293] (Step S536-3) The main CPU300a executes a special symbol provisional determination process for provisionally determining a special symbol. Here, if the result of the provisional big role lottery in the above step S536-1 (the result derived by the special symbol provisional win determination process) is a big win or a small win, the winning symbol random number, the winning type (whether it is a big win or a small win), and the reserved type stored in the target memory in the above step S535-13 are loaded, the corresponding winning symbol random number determination table is selected to extract special symbol determination data, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. Also, if the result of the provisional big role lottery in the above step S536-1 is a loss, a predetermined special symbol determination data for a loss (type of loss symbol) is saved.
[0294] (Step S536-5) The main CPU 300a sets in the transmission buffer a look-ahead symbol type designation command (look-ahead designation command) corresponding to the special symbol determination data saved in step S536-3.
[0295] (Step S536-7) The main CPU 300a judges whether the result derived by the special symbol winning provisional judgment process in the above step S536-1 is a big win or a small win. If it is judged to be a big win or a small win, the process proceeds to step S536-9, and if it is judged not to be a big win or a small win (miss), the process proceeds to step S536-11.
[0296] (Step S536-9) The main CPU 300a sets the big win reach mode determination random number judgment table (see Figs. 9(b) and (c)) or the small win reach mode determination random number judgment table (see Figs. 9(d) and (e)), and moves the process to step S536-19.
[0297] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13 above.
[0298] (Step S536-13) The main CPU 300a judges whether the reach group determination random number loaded in the above step S536-11 is a fixed value (8500 or more). Here, the group type is determined by referring to the reach group determination random number judgment table, and this reach group determination random number judgment table is selected according to the number of reserved items stored. At this time, the reach group determination random number is acquired from a range of 0 to 10006, and if the value of the reach group determination random number is 8500 or more, the same reach group determination random number judgment table is selected regardless of the number of reserved items, and if the value of the reach group determination random number is less than 8500, a different reach group determination random number judgment table is selected depending on the number of reserved items. Hereinafter, the value of the reach group determination random number in the range of 0 to 8499, where a different reach group determination random number judgment table is selected depending on the number of reserved items, is referred to as an indefinite value, and the value in the range of 8500 to 10006, where the same reach group determination random number judgment table is selected regardless of the number of reserved items, is referred to as a fixed value. If it is determined that the reach group determination random number loaded in step S536-11 above is a fixed value (8500 or more), processing proceeds to step S536-15, and if it is determined that the reach group determination random number loaded in step S536-11 above is not a fixed value (8500 or more), processing proceeds to step S536-27.
[0299] (Step S536-15) The main CPU300a sets a reach group determination random number judgment table (see FIG. 8). Note that there are multiple types of reach group determination random number judgment tables provided according to the reserved number, but here, a table to be used when the reserved number is 0 is selected. Then, a reach group (group type) is provisionally determined based on the set reach group determination random number judgment table and the reach group determination random number stored in the target memory unit in step S535-13 above.
[0300] (Step S536-17) The main CPU 300a sets the loss-time reach mode determination random number judgment table (see FIG. 9(a)) corresponding to the group type provisionally determined in step S536-15, and moves the process to step S536-19.
[0301] (Step S536-19) The main CPU 300a provisionally determines a variation mode number based on the reach mode determination random number judgment table set in the above step S536-9 or the above step S536-17 and the reach mode determination random number stored in the target memory unit in the above step S535-13. In addition, here, a variation pattern random number judgment table is provisionally determined together with the variation mode number.
[0302] (Step S536-21) The main CPU 300a sets in the transmission buffer a read-ahead designation variation mode command (read-ahead designation command) corresponding to the variation mode number provisionally determined in step S536-19 above.
[0303] (Step S536-23) The main CPU 300a provisionally determines a variation pattern number based on the variation pattern random number determination table provisionally determined in the above step S536-19 and the variation pattern random number stored in the target storage unit in the above step S535-13.
[0304] (Step S536-25) The main CPU 300a sets in the transmission buffer a look-ahead designated variable pattern command (look-ahead designation command) corresponding to the variable pattern number provisionally determined in step S536-23 above, and terminates the acquisition time performance determination process.
[0305] (Step S536-27) The main CPU300a sets in the transmission buffer an indefinite value command (pre-read specified variable mode command and pre-read specified variable pattern command = 7FH) indicating that the group type, i.e., the variable presentation pattern, will change depending on the number of holds when the holds are read out for the holds newly stored in the target memory unit, and terminates the presentation determination process at the time of acquisition.
[0306] 29 is a diagram for explaining the special game management phase according to a reference example. As already explained, in a reference example, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122 and a normal game triggered by the passage of a game ball through the gate 124 (entry of a game ball into the normal operation port 125) proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such a special game by the special game management phase.
[0307] As shown in FIG. 29, the main ROM 300b stores a plurality of special game control modules for controlling the execution of special games, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H", a module for executing "special symbol change waiting process" is called, when the special game management phase is "01H", a module for executing "special symbol change in progress process" is called, when the special game management phase is "02H", a module for executing "special symbol stop pattern display process" is called, when the special game management phase is "03H" or "07H", a module for executing "large prize opening pre-processing" is called, when the special game management phase is "04H" or "08H", a module for executing "large prize opening opening control process" is called, when the special game management phase is "05H" or "09H", a module for executing "large prize opening closing valid process" is called, when the special game management phase is "06H" or "0AH", a module for executing "large prize opening end wait process" is called.
[0308] FIG. 30 is a flow chart for explaining the special game management process (step S600) in the main control board 300.
[0309] (Step S600-1) The main CPU 300a loads the special game management phase.
[0310] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in the above step S600-1.
[0311] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.
[0312] (Step S600-7) The main CPU 300a loads a special game timer that manages the control time of the special game, and ends the special game management process.
[0313] 31 is a flow chart for explaining the special symbol change waiting process in the main control board 300. This special symbol change waiting process is executed when the special game management phase is "00H".
[0314] (Step S610-1) The main CPU300a judges whether the counter value of the special symbol 2 reserved ball counter, that is, the special 2 reserved number (X2) is "1" or more. As a result, if it is judged that the special 2 reserved number (X2) is "1" or more, the process is transferred to step S610-7, and if it is judged that the special 2 reserved number (X2) is not "1" or more, the process is transferred to step S610-3.
[0315] (Step S610-3) The main CPU300a judges whether the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number (X1) is "1" or more. If it is judged that the special 1 reserved number (X1) is "1" or more, the process proceeds to step S610-7, and if it is judged that the special 1 reserved number (X1) is not "1" or more, the process proceeds to step S610-5.
[0316] (Step S610-5) The main CPU 300a sets a customer waiting command in a transmission buffer, executes a customer waiting setting process for setting a customer waiting state, and ends the special symbol change waiting process.
[0317] (Step S610-7) The main CPU300a transfers the special 2 reserved balls stored in the first to fourth storage units of the second special symbol reserved storage area, or the special 1 reserved balls stored in the first to fourth storage units of the first special symbol reserved storage area, to a storage unit with a smaller ordinal number by one. Specifically, when it is determined in the above step S610-1 that the number of reserved balls of the special symbol 2 is "1" or more, the special 2 reserved balls stored in the second to fourth storage units of the second special symbol reserved storage area are transferred to the first to third storage units. In addition, the main RAM300c is provided with a 0th storage unit to be processed, and the special 2 reserved balls stored in the 1st storage unit are block-transferred to the 0th storage unit. In addition, in the above step S610-3, if it is determined that the number of reserved balls of the special pattern 1 is "1" or more, the special pattern 1 reserved balls stored in the second to fourth storage units of the first special pattern reserved storage area are transferred to the first to third storage units, and the special pattern 1 reserved balls stored in the first storage unit are block-transferred to the 0th storage unit. In addition, in this special pattern storage area shift process, the counter value of the target special pattern reserved ball count counter corresponding to the reserved type transferred to the 0th storage unit is decremented by "1," and a reserved reduction designation command indicating that the special pattern 1 reserved ball count or special pattern 2 reserved ball count has been decremented by "1" is set in the transmission buffer.
[0318] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a lottery for a big role. This special symbol winning determination process will be described later.
[0319] (Step S610-11) The main CPU300a executes a special symbol determination process for determining a special symbol. Here, if the determination information (lottery result of the big role lottery) stored in the above step S611 is a big win or a small win, the winning type (whether it is a big win or a small win) and the reserved type are loaded, and the corresponding winning symbol random number determination table is set. Then, the set winning symbol random number determination table is referenced, and the special symbol determination data is extracted using the winning symbol random number transferred to the 0th storage unit, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. On the other hand, if the lottery result of the big role lottery stored in the above step S611 is a loss, if the reserved type is special 1 reserved, the special symbol X is saved as a losing symbol, and if the reserved type is special 2 reserved, the special symbol Y is saved as a losing symbol. Here, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.
[0320] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in the above step S610-11. The first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will finally be lit.
[0321] (Step S612) The main CPU 300a executes a special symbol variable number determination process for determining a variable mode number and a variable pattern number. The details of this special symbol variable number determination process will be described later.
[0322] (Step S610-15) The main CPU300a loads the fluctuation mode number and the fluctuation pattern number determined in the above step S612, and determines the fluctuation time 1 and the fluctuation time 2 by referring to the fluctuation time determination table. Then, the total time of the determined fluctuation times 1 and 2 is set in the special symbol fluctuation timer.
[0323] (Step S610-17) The main CPU 300a performs a reserve area setting process for storing the game state when the big role lottery is executed in a game state buffer, etc. In addition, in this reserve area setting process, when the result of the big role lottery is a big win, game state information to be set after the big role game, the type of big win symbol (special symbol determination data), etc. are stored in the reserve area of the main RAM 300c.
[0324] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display counter in order to start the variable display of the special symbol in the first special symbol display 160 or the second special symbol display 162. A counter value is associated with each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162, and the segment corresponding to the counter value set in the special symbol display counter is controlled to light up. Here, the counter value corresponding to the segment to be lit at the start of the variable display of the special symbol is set in the special symbol display counter. In addition, the special symbol display counter is provided separately as a special symbol 1 display counter corresponding to the first special symbol display 160 and a special symbol 2 display counter corresponding to the second special symbol display 162, and here, a counter value is set in the counter corresponding to the reservation type.
[0325] (Step S610-21) The main CPU 300a loads the counter values of the special pattern 1 reserved ball counter and the special pattern 2 reserved ball counter, and sets the special pattern reserved designation command in the transmission buffer. Here, the special pattern 1 reserved designation command is set based on the counter value (special 1 reserved number) of the special pattern 1 reserved ball counter, and the special pattern 2 reserved designation command is set based on the counter value (special 2 reserved number) of the special pattern 2 reserved ball counter. Also, here, the special pattern winning order command corresponding to the winning order of the special 1 reserved and special 2 reserved stored in the above step S610-7 is set in the transmission buffer. As a result, every time the special 1 reserved or special 2 reserved is consumed, the special 1 reserved number and the special 2 reserved number, as well as the winning order of each of these reserved balls, are transmitted to the sub-control board 330.
[0326] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.
[0327] FIG. 32 is a flowchart for explaining the special symbol winning determination process (S611) according to one reference example.
[0328] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0329] (Step S611-3) The main CPU 300a loads the registered setting values in the setting value buffer.
[0330] (Step S611-5) The main CPU 300a judges whether the registered setting value loaded in step S611-3 is within the normal range. If it is judged to be within the normal range, the process proceeds to step S611-11. If it is judged to be not within the normal range, the process proceeds to step S611-7.
[0331] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal status).
[0332] (Step S611-9) The main CPU 300a sets the setting abnormal state command (sub-command) in the transmission buffer and ends the special symbol winning determination process. When this setting abnormal state command is transmitted to the sub-control board 330, a notification that a setting abnormality has occurred is issued.
[0333] (Step S611-11) The main CPU 300a refers to the big win determination random number judgment table corresponding to the information loaded in the above steps S611-1 and S611-3, and sets the lower limit and upper limit for determining whether a big win or a small win has occurred.
[0334] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th memory unit with the above-mentioned lower limit value and upper limit value, and performs a determination process (big win lottery) to determine whether or not a big win or a small win has been won.
[0335] (Step S611-15) The main CPU 300a sets the result of the determination process in step S611-13 as determination information, and ends the special symbol winning determination process.
[0336] FIG. 33 is a flowchart for explaining the special symbol variable number determination process in the main control board 300 according to one reference example.
[0337] (Step S612-1) The main CPU 300a judges whether the fluctuation pattern selection state flag is 01H or more. As a result, if it is judged that the fluctuation pattern selection state flag is 01H or more, the process proceeds to step S612-3, and if it is judged that the fluctuation pattern selection state flag is not 01H or more, the process proceeds to step S612-5.
[0338] Here, there are five types of fluctuation pattern selection state flags: 00H, 01H, 02H, 03H, and 04H. Each fluctuation pattern selection state flag indicates a fluctuation state, with 00H corresponding to the normal fluctuation state, 01H corresponding to the first fluctuation state, 02H corresponding to the second fluctuation state, 03H corresponding to the third fluctuation state, and 04H corresponding to the fourth fluctuation state. The fluctuation state specifies which table (reach group determination random number judgment table, reach mode determination random number judgment table, or fluctuation pattern random number judgment table) is to be selected.
[0339] In the first to fourth variation states, it is specified which table to select for each number of times the pattern is displayed in each variation state (number of variations). Therefore, when the variation pattern selection state flag is 01H or more, the main CPU 300a selects a preset table based on both the variation pattern selection state flag and the number of variations, and determines the variation information by referring to the selected table. On the other hand, in the normal variation state, regardless of the number of variations, it determines the variation information by referring to a table corresponding to the game state being set.
[0340] (Step S612-3) The main CPU 300a increments the change counter, which is a counter that counts the number of changes in the current change state.
[0341] (Step S612-5) The main CPU 300a judges whether the result of the big prize lottery in the above step S611 is a big win or a small win. If it is judged to be a big win or a small win, the process proceeds to step S612-7, and if it is judged to be neither a big win nor a small win (a miss), the process proceeds to step S612-11.
[0342] (Step S612-7) The main CPU 300a loads the variation pattern selection state flag.
[0343] (Step S612-9) When the variation pattern selection state flag loaded in the above step S612-7 is 01H or more, the main CPU300a sets the reach mode determination random number judgment table based on the variation pattern selection state flag and the counter value of the variation count counter. Also, when the variation pattern selection state flag loaded in the above step S612-7 is 00H, the main CPU300a sets the reach mode determination random number judgment table corresponding to the current game state and the reserved type.
[0344] (Step S612-11) When the hold type of the read hold is special 2 hold, the main CPU 300a checks the counter value of the special pattern 2 hold ball count counter, and when the hold type of the read hold is special 1 hold, the main CPU 300a checks the counter value of the special pattern 1 hold ball count counter.
[0345] (Step S612-13) The main CPU 300a loads the variation pattern selection state flag.
[0346] (Step S612-15) When the variation pattern selection state flag loaded in the above step S612-13 is 01H or more, the main CPU300a sets a reach group determination random number judgment table based on the variation pattern selection state flag, the counter value of the variation counter, the reserved type, and the reserved number confirmed in the above step S612-11. On the other hand, when the variation pattern selection state flag loaded in the above step S612-13 is 00H, the main CPU300a sets a corresponding reach group determination random number judgment table based on the current game state, the reserved number and reserved type confirmed in the above step S612-11. Then, the reach group (group type) is determined based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th storage unit in the above step S610-7.
[0347] (Step S612-17) The main CPU 300a sets a random number judgment table for determining a losing reach mode corresponding to the group type determined in step S612-15.
[0348] (Step S612-19) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-9 or the above step S612-17 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Here, a variation pattern random number judgment table is also determined together with the variation mode number.
[0349] (Step S612-21) The main CPU 300a sets in the transmission buffer the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-19 above.
[0350] (Step S612-23) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-19 above and the variation pattern random number transferred to the 0th memory unit in step S610-7 above.
[0351] (Step S612-25) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-23 in the transmission buffer, and ends the special pattern variation number determination process.
[0352] 34 is a flow chart for explaining the special symbol variation process in the main control board 300 according to a reference example. This special symbol variation process is executed when the special game management phase is "01H".
[0353] (Step S620-1) The main CPU 300a executes a process to update the special symbol variation base counter. The special symbol variation base counter is set to a counter value that completes one revolution in a predetermined cycle (e.g., 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (e.g., 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0354] (Step S620-3) The main CPU 300a judges whether the counter value of the special symbol variation base counter updated in the above step S620-1 is "0". If the counter value is "0", the process proceeds to step S620-5. If the counter value is not "0", the process proceeds to step S620-9.
[0355] (Step S620-5) The main CPU 300a performs a special symbol fluctuation timer update process for subtracting a predetermined value from the timer value of the special symbol fluctuation timer set in the above step S610-15.
[0356] (Step S620-7) The main CPU 300a judges whether the timer value of the special symbol fluctuation timer updated in the above step S620-5 is "0". If the timer value is "0", the process proceeds to step S620-15, and if the timer value is not "0", the process proceeds to step S620-9.
[0357] (Step S620-9) The main CPU 300a updates the special symbol display timer that measures the lighting time of each of the 7-segment segments that make up the first special symbol display device 160 and the second special symbol display device 162. Specifically, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0358] (Step S620-11) The main CPU 300a judges whether the timer value of the special symbol display timer is "0". If it is judged that the timer value of the special symbol display timer is "0", the process proceeds to step S620-13, and if it is judged that the timer value of the special symbol display timer is not "0", the process during the special symbol variation is terminated.
[0359] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated, and ends the special symbol variation process. As a result, each segment constituting the 7-segment display is sequentially lit at predetermined time intervals.
[0360] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0361] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 in the target special symbol display symbol counter. As a result, the determined special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162.
[0362] (Step S620-19) The main CPU 300a sets a special symbol stop designation command, which indicates that a special symbol has been stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, in the transmission buffer.
[0363] (Step S620-21) The main CPU 300a sets a special symbol variation stop time, which is the time for stopping and displaying the special symbol, in a special game timer, and ends the special symbol variation process.
[0364] 35 is a flowchart for explaining the special symbol stop symbol display process in the main control board 300 according to a reference example. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0365] (Step S630-1) The main CPU 300a judges whether the timer value of the special game timer set in the above step S620-21 is "0". As a result, if it is judged that the timer value of the special game timer is not "0", the main CPU 300a ends the special symbol stop symbol display process, and if it is judged that the timer value of the special game timer is "0", the process proceeds to step S630-3.
[0366] (Step S630-3) The main CPU 300a checks the result of the big role lottery.
[0367] (Step S630-5) The main CPU 300a judges whether the result of the big prize lottery is a big win or not. If it is judged as a big win, the process proceeds to step S630-19, and if it is judged as not a big win, the process proceeds to step S630-7.
[0368] (Step S630-7) The main CPU 300a executes a count cut management process. Here, the special symbol probability state flag is loaded to check whether the current game state is a low probability game state or a high probability game state. If the game state is a high probability game state, the counter value of the high probability count cut counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the high probability count cut counter, the special symbol probability state flag corresponding to the low probability game state is set. As a result, when the special symbol is confirmed a predetermined number of times without winning a jackpot in the high probability game state, the game state transitions to the low probability game state.
[0369] In addition, a time-saving state flag for identifying whether the game state is a non-time-saving game state or a time-saving game state is loaded, and it is confirmed whether the current game state is a non-time-saving game state or a time-saving game state. If the game state is a time-saving game state, the counter value of the time-saving number-of-plays counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the time-saving number-of-plays counter, a time-saving state flag corresponding to the non-time-saving game state is set. As a result, when the special symbol is confirmed a predetermined number of times without winning a jackpot in the time-saving game state, the game state transitions to a non-time-saving game state.
[0370] (Step S631) The main CPU 300a performs a change state update process to update the change state, which will be described later with reference to FIG.
[0371] (Step S630-11) The main CPU 300a sets in the transmission buffer a game state confirmation command at the time of special symbol determination, which indicates the game state at the time when the special symbol is determined.
[0372] (Step S630-13) The main CPU 300a sets in the transmission buffer a number command for transmitting the high probability number of times and the time reduction number of times updated in the above step S630-7 to the sub-control board 330.
[0373] (Step S630-15) The main CPU 300a judges whether the result of the big role lottery is a small win. If it is judged to be a small win, the process proceeds to step S630-21. If it is judged not to be a small win, the process proceeds to step S630-17.
[0374] (Step S630-17) The main CPU300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. This ends the special game management process based on the reservation of 1, and if special reservation 1 or special reservation 2 is stored, processing to start the variable display of the special symbol based on the next reservation will be performed.
[0375] (Step S630-19) The main CPU 300a resets (sets) the gaming state to the initial state, that is, the low-probability gaming state and the non-time-reduction gaming state.
[0376] (Step S630-21) The main CPU 300a sets data in the special electric role operation RAM set table according to the type of the determined special symbol.
[0377] (Step S630-23) The main CPU 300a performs a process for setting the maximum number of times that the special electric role is operated. Specifically, the data set in the above step S630-21 is referenced, and a predetermined number (counter value corresponding to the type of special symbol=number of rounds) is set as a counter value in the maximum number of times that the special electric role is operated counter. The maximum number of times that the special electric role is operated counter indicates the number of rounds that can be executed in the big role game that is about to start. Meanwhile, the main RAM 300c is provided with a counter for the number of consecutive times that the special electric role is operated, and the current number of rounds is managed by adding "1" to the counter value of the counter for the number of consecutive times that the special electric role is operated at the start of each round game. Here, a process for resetting (updating to "0") the counter value of the counter for the number of consecutive times that the special electric role is operated is also executed with the start of the big role game.
[0378] (Step S630-25) The main CPU 300a refers to the data set in step S630-21, and saves a predetermined opening time as a timer value in the special game timer.
[0379] (Step S630-27) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of the big prize game or the small prize game to the sub-control board 330. Note that this opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in the above step S630-25 is set in the transmission buffer.
[0380] (Step S630-29) If the result of the big win lottery confirmed in the above step S630-3 is a big win, the main CPU300a updates the special game management phase to "03H", and if it is a small win, updates the special game management phase to "07H" and ends the special symbol stop symbol display process. This starts the big win game or the small win game.
[0381] FIG. 36 is a flowchart illustrating a variable state update process in the main control board 300 according to one reference example.
[0382] (Step S631-1) The main CPU 300a judges whether the fluctuation pattern selection state flag is 01H or more. As a result, if it is judged that the fluctuation pattern selection state flag is 01H or more, the process proceeds to step S631-3, and if it is judged that the fluctuation pattern selection state flag is not 01H or more, the process proceeds to step S631-9.
[0383] (Step S631-3) The main CPU 300a judges whether the number of changes has reached a specified number of times. If it is judged that the number of changes has reached the specified number of times, the process proceeds to step S631-5, and if it is judged that the number of changes has not reached the specified number of times, the process proceeds to step S631-9.
[0384] (Step S631-5) The main CPU 300a resets (to 0) the counter value (number of fluctuations) of the fluctuation number counter.
[0385] (Step S631-7) The main CPU 300a updates the variation pattern selection status flag to 00H.
[0386] (Step S631-9) The main CPU 300a loads the fluctuation pattern selection state flag, sets a fluctuation state designation command corresponding to the loaded fluctuation pattern selection state flag, and ends the fluctuation state update process.
[0387] 37 is a flow chart for explaining the process before the opening of the large prize opening in the main control board 300 according to a reference example. This process before the opening of the large prize opening is executed when the special game management phase is "03H" or "07H".
[0388] (Step S640-1) The main CPU300a judges whether the timer value of the special game timer is not "0". As a result, if it is judged that the timer value of the special game timer is not "0", the main CPU300a ends the processing before opening the large prize opening, and if it is judged that the timer value of the special game timer is "0", the processing proceeds to step S640-3.
[0389] (Step S640-3) The main CPU 300a updates the counter value of the special electric role continuous operation number counter to a value obtained by adding "1" to the current counter value.
[0390] (Step S640-5) The main CPU 300a sets in the transmission buffer a special prize opening designation command for transmitting to the sub-control board 330 the start of opening of the first special prize opening 126 and the second special prize opening 128 (the start of a round of play).
[0391] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0392] (Step S640-7) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H"), and ends the pre-opening process for the special game slot.
[0393] FIG. 38 is a flow chart for explaining the special prize opening opening / closing switching process in the main control board 300 according to one reference example.
[0394] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching count (the number of times the first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of play). If it is judged that the counter value is the upper limit value, the main CPU 300a ends the large prize opening opening / closing switching process, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641-3.
[0395] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c based on the counter value of the special electric device opening / closing switching count counter, as well as timer data which is the energization time or non-energization time of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c.
[0396] (Step S641-5) The main CPU 300a executes a large prize opening solenoid energization control process to start energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, or to stop energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, based on the solenoid control data extracted in the above step S641-3. By executing this large prize opening solenoid energization control process, the start or stop of energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is controlled in the above steps S400-31 and S400-33.
[0397] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the first large prize opening 126 and the second large prize opening 128 in one time.
[0398] (Step S641-9) The main CPU 300a judges whether the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, that is, whether the control process to start energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c has been performed in the above step S641-5. If it is judged to be in the energization start state, the process proceeds to step S641-11, and if it is judged not to be in the energization start state, the large prize opening opening open / close switching process is terminated.
[0399] (Step S641-11) The main CPU 300a updates the counter value of the special electric role opening / closing switching count counter to a value obtained by adding "1" to the current counter value, and ends the large prize opening opening / closing switching process.
[0400] 39 is a flowchart explaining the special prize opening control process in the main control board 300 according to a reference example. This special prize opening control process is executed when the special game management phase is "04H" or "08H".
[0401] (Step S650-1) The main CPU 300a judges whether the timer value of the special game timer saved in the above step S641-7 is "0". If it is judged that the timer value of the special game timer is not "0", the process proceeds to step S650-5, and if it is judged that the timer value of the special game timer is "0", the process proceeds to step S650-3.
[0402] (Step S650-3) The main CPU 300a judges whether the counter value of the special electric role opening / closing switching counter is the upper limit value of the special electric role opening / closing switching count. If it is judged that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641.
[0403] (Step S641) In the above step S650-3, when it is determined that the counter value of the special electric role opening / closing switching number counter is not the upper limit value of the special electric role opening / closing switching number, the main CPU 300a executes the process of the above step S641.
[0404] (Step S650-5) The main CPU 300a judges whether the counter value of the special prize opening winning ball counter updated in the above step S500-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winnings in one round have entered the first special prize opening 126 or the second special prize opening 128. If it is determined that the specified number has not been reached, the main CPU 300a ends the special prize opening opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0405] (Step S650-7) The main CPU 300a executes a large prize opening closing process required to stop the energization of the first large prize opening solenoid 126c and the second large prize opening solenoid 128c to close the first large prize opening 126 and the second large prize opening 128. As a result, the first large prize opening 126 and the second large prize opening 128 are closed.
[0406] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the special winning port in the special game timer.
[0407] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("05H" or "09H").
[0408] (Step S650-13) The main CPU 300a sets in the transmission buffer a large prize opening closure designation command indicating that the first large prize opening 126 and the second large prize opening 128 have been closed, and ends the large prize opening opening control process.
[0409] 40 is a flowchart explaining the special prize opening close validity process in the main control board 300 according to a reference example. This special prize opening close validity process is executed when the special game management phase is "05H" or "09H".
[0410] (Step S660-1) The main CPU 300a judges whether the timer value of the special game timer saved in the above step S650-9 is "0". As a result, if it is judged that the timer value of the special game timer is not "0", the main CPU 300a ends the big prize opening closure valid processing, and if it is judged that the timer value of the special game timer is "0", the processing proceeds to step S660-3.
[0411] (Step S660-3) The main CPU 300a judges whether the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, that is, whether a preset number of rounds have been played. If it is judged that the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, the process proceeds to step S660-9, and if it is judged that they do not match, the process proceeds to step S660-5.
[0412] (Step S660-5) The main CPU300a updates the special game management phase to "03H". In addition, when the special game management phase is "09H", that is, during the control of the small win game, the round number of the small win game is "1", so that the result of the determination in the above step S660-3 is YES, and the process does not proceed to the step.
[0413] (Step S660-7) The main CPU 300a saves the predetermined special prize opening closing time in the special game timer and ends the special prize opening closing validity process, thereby starting the next round of games.
[0414] (Step S660-9) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.
[0415] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0416] (Step S660-13) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer, and ends the big prize opening closure validity processing.
[0417] 41 is a flowchart explaining the special prize opening end wait process in the main control board 300 according to a reference example. This special prize opening end wait process is executed when the special game management phase is "06H" or "0AH".
[0418] (Step S670-1) The main CPU 300a judges whether the timer value of the special game timer saved in the above step S660-9 is "0". If it is judged that the timer value of the special game timer is not "0", the main CPU 300a ends the waiting process for the end of the special winning port, and if it is judged that the timer value of the special game timer is "0", the process proceeds to step S670-3.
[0419] (Step S670-3) The main CPU 300a executes a state setting process for setting the game state after the big win game ends. Here, the game state after the big win game ends is set based on the big win symbol that triggered the big win game. Specifically, if the big win symbol that triggered the big win game is the special symbol B or C, the game state is set to a high probability game state and a time-saving game state, and the high probability number of times and the time-saving number of times are set to 10,000. If the big win symbol that triggered the big win game is the special symbol A, the game state is set to a low probability game state and a time-saving game state, and the time-saving number of times is set to 100.
[0420] In addition, here, a process is also performed to set a fluctuation pattern selection state flag and a fluctuation count in order to set the fluctuation state after the end of a big win game or a small win game based on the big win pattern that triggered the execution of a big win game or the small win pattern that triggered the execution of a small win game.
[0421] (Step S670-5) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state to be set after the end of the big role game.
[0422] (Step S670-7) The main CPU 300a sets in the transmission buffer a number-designating command corresponding to the high probability number and the time-saving number saved in step S670-3 above.
[0423] (Step S670-9) The main CPU 300a sets in the transmission buffer a variable state designation command for transmitting the variable state to be set after the end of the big win game or the small win game.
[0424] (Step S670-11) The main CPU300a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning port. As a result, if the special 1 reserve or special 2 reserve is stored, the variable display of the special symbol is resumed.
[0425] 42 is a diagram for explaining the normal game management phase according to the first reference example. As already explained, in the first reference example, the processing related to the normal game triggered by the passage of the game ball through the gate 124 (entry of the game ball into the normal operation port 125) is executed stepwise and repeatedly, but in the main control board 300, each processing related to such a normal game is managed by the normal game management phase.
[0426] As shown in FIG. 42, the main ROM 300b stores a plurality of normal game control modules for controlling the execution of a normal game, and each of these normal game control modules is associated with a normal game management phase. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol change waiting process" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress process" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display process" is called, when the normal game management phase is "03H", a module for executing "normal electric role winning opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric role winning opening opening control process" is called, when the normal game management phase is "05H", a module for executing "normal electric role winning opening closing valid process" is called, and when the normal game management phase is "06H", a module for executing "normal electric role winning opening end wait process" is called.
[0427] FIG. 43 is a flow chart for explaining the normal game management process (step S700) in the main control board 300 according to a reference example.
[0428] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0429] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in the above step S700-1.
[0430] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.
[0431] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of a normal game.
[0432] 44 is a flowchart explaining the normal symbol change waiting process in the main control board 300 according to one reference example. This normal symbol change waiting process is executed when the normal game management phase is "00H".
[0433] (Step S710-1) The main CPU300a loads the counter value of the normal symbol reserved ball number counter and judges whether the counter value is "0", that is, whether the normal symbol reserved is "0". If it is judged that the counter value is "0", the normal symbol change waiting process is terminated, and if it is judged that the counter value is not "0", the process is transferred to step S710-3.
[0434] (Step S710-3) The main CPU 300a transfers the regular symbol reserve (win-determining random numbers) stored in the first to fourth storage sections of the regular symbol reserve storage area in blocks to the storage section with the next smaller ordinal number. Specifically, the regular symbol reserve stored in the second to fourth storage sections is transferred to the first to third storage sections. The main RAM 300c is also provided with a 0th storage section to be processed, and the regular symbol reserve stored in the 1st storage section is transferred to the 0th storage section. In addition, in this regular symbol storage area shift process, the counter value of the regular symbol reserved ball count counter is decremented by "1," and a regular symbol reserve decrement command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.
[0435] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th memory unit, selects a winning determination random number judgment table corresponding to the current game state, performs a regular symbol lottery, and executes a regular symbol winning determination process that stores the lottery result.
[0436] (Step S710-7) The main CPU300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. In one reference example, the normal symbol display 168 is composed of one LED lamp, and in the case of a win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 168 is ultimately turned on. For example, in the case of a win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.
[0437] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.
[0438] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning determination random number transferred to the 0th memory unit in the above step S710-3 and the normal symbol variation time data table set in the above step S710-9.
[0439] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in the above step S710-11 in the normal game timer.
[0440] (Step S710-15) The main CPU 300a executes a process of setting the normal symbol display symbol counter in order to start the variable display of the normal symbol in the normal symbol display 168. When the counter value is set to, for example, "0" in the normal symbol display symbol counter, the normal symbol display 168 is controlled to be turned on, and when the counter value is set to "1", the normal symbol display 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter at the start of the variable display of the normal symbol.
[0441] (Step S710-17) The main CPU 300a sets a regular map reservation designation command indicating the number of regular map reservations stored in the regular map reservation memory area in a transmission buffer.
[0442] (Step S710-19) The main CPU 300a sets a normal symbol designation command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, i.e., the symbol type (winning symbol or losing symbol) determined by the normal symbol winning determination process.
[0443] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0444] 45 is a flowchart explaining the normal symbol variation process in the main control board 300 according to a reference example. This normal symbol variation process is executed when the normal game management phase is "01H".
[0445] (Step S720-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S710-13 is "0". If the timer value is "0", the process proceeds to step S720-9. If the timer value is not "0", the process proceeds to step S720-3.
[0446] (Step S720-3) The main CPU 300a updates the normal symbol display timer that measures the lighting time and the extinguishing time of the normal symbol display 168. Specifically, if the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0447] (Step S720-5) The main CPU300a judges whether the timer value of the normal symbol display timer is "0". As a result, if it is judged that the timer value of the normal symbol display timer is "0", the process proceeds to step S720-7, and if it is judged that the timer value of the normal symbol display timer is not "0", the process during the normal symbol variation is terminated.
[0448] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display symbol counter. Here, if the counter value of the normal symbol display symbol counter is a counter value indicating that the normal symbol display 168 is turned off, it is updated to a counter value indicating that the normal symbol display 168 is turned on, and if the counter value is a counter value indicating that the normal symbol display 168 is turned on, it is updated to a counter value indicating that the normal symbol display 168 is turned off, and the normal symbol variation process is terminated. As a result, the normal symbol display 168 is turned on and off repeatedly (blinks) at predetermined intervals during the normal symbol variation time.
[0449] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally controlled to be turned on or off, and the result of the normal symbol lottery is announced.
[0450] (Step S720-11) The main CPU 300a sets a normal pattern variation stop time, which is the time for stopping and displaying the normal pattern, in a normal game timer.
[0451] (Step S720-13) The main CPU 300a sets a normal symbol stop command, which indicates that the stopped display of normal symbols has begun, in the transmission buffer.
[0452] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0453] 46 is a flowchart explaining the normal symbol stop symbol display process in the main control board 300 according to a reference example. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0454] (Step S730-1) The main CPU 300a judges whether the timer value of the normal game timer set in the above step S720-11 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal pattern stop symbol display process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S730-3.
[0455] (Step S730-3) The main CPU 300a checks the result of the regular drawing.
[0456] (Step S730-5) The main CPU 300a judges whether the result of the normal drawing is a win or not. If it is judged to be a win, the process proceeds to step S730-9, and if it is judged to be a no win (miss), the process proceeds to step S730-7.
[0457] (Step S730-7) The main CPU300a updates the normal game management phase to "00H" and ends the normal symbol stop symbol display process. This ends the normal game management process based on the normal symbol reservation of 1, and if the normal symbol reservation is stored, processing is performed to start the variable display of the normal symbol based on the next reservation.
[0458] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table, and saves the time before normal power opening in the normal game timer as a timer value.
[0459] (Step S730-11) The main CPU300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. This starts the opening and closing control of the second start port 122.
[0460] 47 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300 according to a reference example. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0461] (Step S740-1) The main CPU300a judges whether the timer value of the normal game timer is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning opening pre-opening process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process is transferred to step S741.
[0462] (Step S741) The main CPU 300a executes a normal electric accessory winning mouth opening / closing switching process, which will be described later.
[0463] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric role winning opening pre-opening process.
[0464] FIG. 48 is a flowchart explaining the normal electric role winning opening opening / closing switching process in the main control board 300 according to one reference example.
[0465] (Step S741-1) The main CPU 300a judges whether the counter value of the normal electric role opening / closing switching counter is the upper limit value of the normal electric role opening / closing switching count (the number of times the movable piece 122b opens and closes during one opening / closing control). If it is judged that the counter value is the upper limit value, the normal electric role winning opening opening / closing switching process is terminated, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741-3.
[0466] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (energization control data or de-energization control data) for controlling the energization of the normal electric role solenoid 122c based on the counter value of the normal electric role opening / closing switching count counter, and timer data which is the energization time (solenoid energization time) or de-energization time (normal power closing effective time = pause time) of the normal electric role solenoid 122c.
[0467] (Step S741-5) The main CPU 300a executes a normal electric role solenoid energization control process to start energizing the normal electric role solenoid 122c or stop energizing the normal electric role solenoid 122c based on the solenoid control data extracted in the above step S741-3. By executing this normal electric role solenoid energization control process, the normal electric role solenoid 122c is controlled to start or stop energizing in the above step S400-31 and step S400-33.
[0468] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S741-3 in the normal game timer. The timer value saved in the normal game timer here is the maximum opening time of the second start port 122 once.
[0469] (Step S741-9) The main CPU 300a judges whether the normal electric role solenoid 122c is in the energization start state, that is, whether the control process to start energization of the normal electric role solenoid 122c has been performed in the above step S741-5. As a result, if it is judged to be in the energization start state, the process is transferred to step S741-11, and if it is judged not to be in the energization start state, the normal electric role winning opening opening switching process is terminated.
[0470] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching number counter to a value obtained by adding "1" to the current counter value.
[0471] 49 is a flowchart explaining the normal electric device winning hole opening control process in the main control board 300 according to a reference example. This normal electric device winning hole opening control process is executed when the normal game management phase is "04H".
[0472] (Step S750-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S741-7 is "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the process proceeds to step S750-5, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S750-3.
[0473] (Step S750-3) The main CPU 300a judges whether the counter value of the normal electric role opening / closing switching counter is the upper limit value of the normal electric role opening / closing switching count. If it is judged that the counter value is the upper limit value, the process proceeds to step S750-7, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741.
[0474] (Step S741) In the above step S750-3, if it is determined that the counter value of the normal electric role opening / closing switching count counter is not the upper limit value of the normal electric role opening / closing switching count, the main CPU 300a executes the process of the above step S741.
[0475] (Step S750-5) The main CPU 300a judges whether the counter value of the normal electric device winning ball counter updated in the above step S530-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls during one opening and closing control have entered the second starting hole 122. As a result, if it is judged that the specified number has not been reached, the normal electric device winning hole opening control process is terminated, and if it is judged that the specified number has been reached, the process proceeds to step S750-7.
[0476] (Step S750-7) The main CPU 300a executes a normal electric accessory closing process required to stop the power supply to the normal electric accessory solenoid 122c and close the second start port 122. This causes the second start port 122 to be in a closed state.
[0477] (Step S750-9) The main CPU 300a saves the normal power effective state time in the normal game timer.
[0478] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric role winning port opening control process.
[0479] 50 is a flowchart explaining the normal electric device winning hole closing valid processing in the main control board 300 according to one reference example. This normal electric device winning hole closing valid processing is executed when the normal game management phase is "05H".
[0480] (Step S760-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S750-9 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning port closing valid processing is terminated, and if it is judged that the timer value of the normal game timer is "0", the processing is transferred to step S760-3.
[0481] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.
[0482] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the normal electric role winning hole closure validity processing.
[0483] 51 is a flowchart explaining the normal electric device winning mouth end wait processing in the main control board 300 according to one reference example. This normal electric device winning mouth end wait processing is executed when the normal game management phase is "06H".
[0484] (Step S770-1) The main CPU300a judges whether the timer value of the normal game timer saved in the above step S760-3 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning port end wait process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S770-3.
[0485] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the normal electric role winning port end wait process. As a result, if a normal symbol reservation is stored, the variable display of the normal symbol will be resumed.
[0486] As described above, the special game and the normal game proceed by executing various processes in the main control board 300, and while such a game is in progress, the sub-control board 330 performs control for executing various effects based on commands sent from the main control board 300. Examples of effects are shown below.
[0487] <Example of production reference> FIG. 52 is a diagram for explaining an example of the variation performance of the no-reach variation pattern according to the reference performance example. As described above, when the big role lottery is performed in the main control board 300, during the variation display of the special symbol, that is, during the variation time of the special symbol, a variation performance is executed to notify the result of the big role lottery. In this variation performance, various background images are displayed in the main performance display section 200a, and the performance symbols 210a, 210b, and 210c are displayed superimposed on the background images. During the variation performance, sound is output from the audio output device 206 in accordance with the image displayed in the main performance display section 200a, the performance lighting device 204 is controlled to be turned on, and the performance role device 202 is controlled to be movable, but detailed explanations are omitted here.
[0488] The variation performances according to the example performances are roughly divided into a no-reach variation pattern and a reach variation pattern. In the variation performance of the no-reach variation pattern, a background image (not shown) is displayed on the main performance display section 200a, and the performance patterns 210a, 210b, and 210c are displayed in a superimposed manner on the background image. For example, as shown in FIG. 52(a), the performance patterns 210a, 210b, and 210c are displayed stationary in a combination that indicates that the big role lottery result was a miss. In this state, when a new special pattern is displayed, the three performance patterns 210a, 210b, and 210c start to display (scroll) with the start of the display of the special pattern, as shown in FIG. 52(b). The downward white arrow in the figure indicates that the performance patterns 210a, 210b, and 210c are displayed scrolling in the height direction.
[0489] Then, as shown in Fig. 52(c), first, the performance symbol 210a is stopped and displayed, and then, as shown in Fig. 52(d), a performance symbol 210c different from the performance symbol 210a is stopped and displayed. Then, at almost the same timing as when the variable display of the special symbol ends and the special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, the performance symbol 210b is stopped and displayed as shown in Fig. 52(e), and the big role lottery result is notified to the player by the final stop display mode of the three performance symbols 210a, 210b, and 210c at this time.
[0490] FIG. 53 is a diagram for explaining an example of the normal reach variation pattern variation performance according to the performance reference example. In the performance reference example, the reach variation pattern is roughly divided into a normal reach variation pattern, an advanced reach variation pattern, and a pseudo-continuous reach variation pattern. In the normal reach variation pattern variation performance, as in the no-reach variation pattern variation performance, the variation display of the performance patterns 210a, 210b, and 210c starts with the start of the variation display of the special pattern, and as shown in FIG. 53(a), the performance pattern 210a is first stopped and displayed. After that, as shown in FIG. 53(b), the performance pattern 210c, which is the same as the performance pattern 210a, is stopped and displayed.
[0491] In this way, when the main performance display section 200a displays the same performance symbols 210a and 210c in a reach state in which they are stopped, as shown in FIG. 53(c), the main performance display section 200a displays "reach" superimposed on the performance symbols 210a and 210c. Note that there are a plurality of reach states, and the same performance symbols 210a and 210c with any of the numbers "1" to "9" are stopped and displayed. After that, as shown in FIG. 53(d), the shapes of the performance symbols 210a and 210c are changed from those before the reach state, and the variable display continues. Then, as shown in FIG. 53(e), finally, the performance symbols 210b different from the performance symbols 210a and 210c are stopped and displayed, and the player is notified that the result of the big role lottery was a miss.
[0492] FIG. 54 is a diagram for explaining an example of the variation performance of the development reach variation pattern at the time of a miss according to the performance reference example, and FIG. 55 is a diagram for explaining an example of the variation performance of the development reach variation pattern at the time of a big win according to the performance reference example. As shown in FIG. 54(a)-(d) and FIG. 55(a)-(d), the variation performance of the development reach variation pattern is similar to the variation performance of the normal reach variation pattern, in the main performance display section 200a, the performance symbols 210a and 210c are displayed in a reach state, and then a reach development performance in which a predetermined development image (video) is played and displayed is executed. In this reach development performance, for example, as shown in FIG. 54(e) and FIG. 55(e), a mission is displayed on the main performance display section 200a, and as shown in FIG. 54(f), (g) and FIG. 55(f), (g), an image for accomplishing the mission is displayed.
[0493] Here, the development images for reach development performance are roughly divided into a failure pattern and a big win pattern, and in the development image of the failure pattern, as shown in Fig. 54(h), an image showing the failure of the mission is finally displayed, and then, as shown in Fig. 54(i), the performance symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a failure. On the other hand, in the development image of the big win pattern, as shown in Fig. 55(h), an image showing the success of the mission is finally displayed, and then, as shown in Fig. 55(i), the performance symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a big win.
[0494] The reach development effects include, for example, a mission effect in which a development image showing a mission challenge is displayed, and a battle effect in which a development image showing an ally character fighting an enemy character is displayed, as described above. The mission effect has a plurality of execution patterns with different mission contents, and the battle effect has a plurality of execution patterns with different characters appearing and fighting methods. As described above, the execution patterns of the mission effects are broadly divided into a big win pattern in which the mission is accomplished and a failure pattern in which the mission is failed, and the execution patterns of the battle effects are similarly broadly divided into a big win pattern in which the ally character wins against the enemy character and a failure pattern in which the ally character is defeated by the enemy character.
[0495] The big win pattern and the losing pattern are composed of the same contents until the end of the performance, and differ in whether the friendly character wins or loses, or whether the mission is accomplished or not. Therefore, during the reach development performance, the player cannot identify the result of the big role lottery until the end of the variable performance, and the player is given a sense of expectation of a big win.
[0496] The big win pattern is selected only when the result of the big role lottery is a big win, and the miss pattern is selected only when the result of the big role lottery is a miss. However, in one variation performance, the reach development performance may be executed twice, in which case the first reach development performance is executed in a miss pattern, and the second reach development performance is executed in a miss pattern or a big win pattern. The flow of the performance when the reach development performance is executed twice in one variation performance is described below.
[0497] Fig. 56 is a diagram for explaining an example of a variable performance when the reach development performance according to the performance reference example is executed twice. For example, after the performance symbols 210a and 210c are displayed in a reach mode, a mission performance is executed as shown in Fig. 56(a) and (b). Up to this point, there is no difference from the case where the reach development performance is executed only once in one variable performance, but immediately after it is notified that the mission has not been achieved, "REACH UP" is displayed on the main performance display section 200a as shown in Fig. 56(c).
[0498] After that, the main performance display section 200a displays a development image for a battle performance as shown in Fig. 56(d), and the second reach development performance starts. This development image for a battle performance shows a battle between an ally character and an enemy character, and when a big win is won, as shown in Fig. 56(e), the ally character finally wins against the enemy character, and as shown in Fig. 56(f), the performance symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates a big win. On the other hand, when a loss occurs, as shown in Fig. 56(g), the ally character finally loses to the enemy character, and as shown in Fig. 56(h), the performance symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates a loss.
[0499] Fig. 57 is a diagram for explaining an example of the pseudo-continuous reach-changing pattern variation performance according to the performance reference example. As shown in Fig. 57(a), when the variation display of the performance symbols 210a, 210b, and 210c starts, as shown in Fig. 57(b), the performance symbols 210a, 210b, and 210c are temporarily stopped and displayed in one of a plurality of pseudo patterns provided in advance. In this pseudo pattern, for example, the same performance symbols 210a and 210b and the performance symbol 210c with a number "2" larger than the performance symbols 210a and 210b are temporarily stopped and displayed.
[0500] When the performance symbols 210a, 210b, and 210c are temporarily stopped in a pseudo mode, the display of the performance symbols 210a, 210b, and 210c is resumed as shown in Fig. 57(c). In other words, the pseudo mode can be said to indicate the re-display of the performance symbols 210a, 210b, and 210c. After that, as shown in Fig. 57(d), the performance symbols 210a, 210b, and 210c are temporarily stopped again in a pseudo mode.
[0501] Then, when the varying display of the performance patterns 210a, 210b, and 210c is resumed as shown in Figure 57(e), the performance patterns 210a and 210c are displayed in a reach state as shown in Figure 57(f), and thereafter, as shown in Figures 57(g) to (i), a reach development performance is executed in the same manner as the developed reach variation pattern, and the result of the big role lottery is notified to the player.
[0502] In this way, the content of the pseudo-continuous reach fluctuation pattern's fluctuation performance until the performance symbols 210a, 210c reach the reach state is different from that of the developed reach fluctuation pattern, and after the reach state is reached, the fluctuation performance proceeds in the same manner as the developed reach fluctuation pattern.
[0503] In the pseudo-continuous reach variation pattern, a plurality of variation display patterns of the performance symbols 210a, 210b, and 210c until the reach state is reached are provided, and the number of tentative stop displays of the performance symbols 210a, 210b, and 210c, in other words, the number of times of variation display of the performance symbols 210a, 210b, and 210c, is different for each variation display pattern. This variation display pattern is determined by a variation mode command, and the selection ratio of the variation mode command at the time of winning the jackpot and at the time of losing is set so that the more the number of tentative stop displays (variation displays) of the performance symbols 210a, 210b, and 210c, the higher the possibility (hereinafter referred to as "reliability") of finally notifying the winning of the jackpot.
[0504] Specifically, when the result of the big role lottery is a big win, the selection ratio of the variable mode command with a large number of times of variable display is set higher than the selection ratio of the variable mode command with a small number of times of variable display, and when the result of the big role lottery is a loss, the selection ratio of the variable mode command with a small number of times of variable display is set higher than the selection ratio of the variable mode command with a large number of times of variable display.
[0505] In addition, in the main control board 300, the reliability of the pseudo continuous reach fluctuation pattern is set to be higher than the reliability of the extended reach fluctuation pattern. Therefore, the reliability is suggested by the number of tentative stop displays (variable displays) of the performance symbols 210a, 210b, and 210c, and the player watches the direction of the performance while hoping that the performance symbols 210a, 210b, and 210c will be tentatively stopped (variable displays) more frequently.
[0506] The execution pattern of the above-mentioned variable performance is determined and controlled by the sub-control board 330 based on the variable command determined by the main control board 300. In other words, it can be said that the execution pattern of the variable performance is determined in cooperation between the main control board 300 and the sub-control board 330.
[0507] FIG. 58 is a diagram for explaining the variable performance determination table according to the performance reference example, in which FIG. 58(a) shows the first half variable performance determination table, and FIG. 58(b) shows the second half variable performance determination table. As described above, when the main control board 300 performs a big role lottery, a variable command is determined based on the result of the big role lottery, and each determined command is transmitted to the sub-control board 330. When the sub-control board 330 receives a variable mode command, it acquires a performance random number of 1 from the range of 0 to 249, and refers to the first half variable performance determination table to determine the execution pattern of the first half variable performance based on the acquired performance random number and the received variable mode command. Also, when it receives a variable pattern command, it acquires a performance random number of 1 from the range of 0 to 249, and refers to the second half variable performance determination table to determine the execution pattern of the second half variable performance based on the acquired performance random number and the received variable pattern command. Note that FIG. 58 shows only a part of the first half variable performance determination table and the second half variable performance determination table.
[0508] As shown in Fig. 58, according to the first half variable performance decision table, the selection ratio for the execution pattern of the first half variable performance is set for each variable mode number (variation mode command), and according to the second half variable performance decision table, the selection ratio for the execution pattern of the second half variable performance is set for each variable pattern number (variation pattern command). Then, one variable performance is executed by combining and executing the execution patterns of the first half and second half variable performances that have been determined.
[0509] The variation performance of the no-reach variation pattern is executed when "none" indicating that the first half variation performance is not executed is determined as the execution pattern of the first half, and "normal miss 1", "normal miss 2", "special miss 1", or "special miss 2" corresponding to the no-reach variation pattern is determined as the execution pattern of the second half. For example, when a variation mode command corresponding to the variation mode number of "01H" indicating that the first half variation performance is not executed is received, the sub-control board 330 always determines "none" as the execution pattern of the first half. In addition, at this time, the selection ratio is set in the second half variation performance determination table so that only one of "normal miss 1", "normal miss 2", "special miss 1", or "special miss 2" is determined as the variation pattern command that can be received at the same time. Therefore, "none" is determined as the execution pattern of the first half, and "normal miss 1", "normal miss 2", "special miss 1", or "special miss 2" are determined as the execution pattern of the second half, and the execution pattern of the variation performance is determined to be the above-mentioned no-reach variation pattern.
[0510] On the other hand, the reach variation pattern variation performance is executed when the execution pattern of the first half is determined to be other than "none" and the execution pattern of the second half is determined to be one of the reach development performances (indicated by development 1 to 5 in the figure). In other words, when the main performance display unit 200a executes the reach variation pattern variation performance, it always receives a variation mode command corresponding to a variation mode number other than the variation mode number = 01H, and receives a variation pattern command corresponding to a variation pattern number that determines one of developments 1 to 5.
[0511] Here, in Fig. 58(a), "Normal Reach 1" and "Normal Reach 2" in the first half of the execution pattern respectively indicate the background image and the variable display pattern of the performance symbols 210a, 210b, and 210c displayed on the main performance display section 200a until the performance symbols 210a, 210b, and 210c reach the reach state, more specifically, until the reach development performance starts, among the variable performances of the normal reach variation pattern. These image patterns are designed in advance to match the time of the variable display of the special symbol associated with the variation mode number, and for example, when "Normal Reach 1" is determined, the images shown in Fig. 53(a) to (d) are displayed on the main performance display section 200a.
[0512] Also, in FIG. 58(a), "pseudo 2a" in the execution pattern in the first half indicates the display pattern of the main change performance image displayed on the main performance display unit 200a until the reach development performance starts, that is, the execution pattern of the pattern display performance in which the performance symbols 210a, 210b, and 210c are displayed in a changeable manner. For example, "pseudo 2a" indicates that the pseudo continuous reach change pattern of "pseudo 2" in which the change display number of the performance symbols 210a, 210b, and 210c is two, and the main change performance image is the display pattern a. Also, "pseudo 3b" indicates that the pseudo continuous reach change pattern of "pseudo 3" in which the change display number of the performance symbols 210a, 210b, and 210c is three, and the main change performance image is the display pattern b.
[0513] In the first half variation presentation decision table and the second half variation presentation decision table shown in FIG. 58, the selection ratio is set so that the variation presentation of the no-reach variation pattern and the normal reach variation pattern is executed only when the result of the big role lottery is a miss. Also, the developed reach variation pattern and the pseudo-continuous reach variation pattern are determined both at the time of miss and at the time of big win, but the selection ratio of the developed reach variation pattern is set higher at the time of miss and lower at the time of big win than the pseudo-continuous reach variation pattern. In this way, by setting the selection ratio at the time of miss and at the time of big win, the pseudo-continuous reach variation pattern is set to have a higher reliability than the developed reach variation pattern.
[0514] Furthermore, in the pseudo continuous reach fluctuation pattern, the more the number of pseudo times, the higher the selection ratio at the time of big win and the lower the selection ratio at the time of miss are set, and the more the number of pseudo times, the higher the reliability is set.
[0515] As described above, the general flow of the variable performance is determined by the variable performance determination table, but at the start of the variable performance, the possibility of execution and execution pattern of various element performances constituting the variable performance are further determined based on the variable mode command or the variable pattern command. Here, the element performance refers to all performances constituting the variable performance, such as the variable display of the performance patterns 210a, 210b, and 210c in the main performance display unit 200a, the development image displayed on the main performance display unit 200a in the reach development performance, and the performance that moves the performance role device 202, as described above. In the embodiment, a notice performance (suggestion performance) is executed at various timings during the variable performance as an element performance constituting the variable performance.
[0516] The advance notice performance is a performance in which a predetermined image is displayed on the main performance display section 200a and the performance role device 202 is moved at a predetermined timing at the start of the performance, when the performance patterns 210a, 210b, and 210c are re-displayed in the performance of the pseudo continuous reach-changing pattern, and further during the reach-developing performance, and the possibility of execution and the execution pattern are determined for each advance notice performance. Each advance notice performance is provided with a plurality of execution patterns, and for each of the plurality of execution patterns, a selection ratio is set for each of the plurality of execution patterns, for each of the change pattern command and the change mode command, in other words, for each of the possibility of winning the jackpot, and an expected value is set for each execution pattern by this selection ratio.
[0517] As described above, when the sub-control board 330 receives a variation command, the execution pattern of the variation performance and whether or not each element performance can be executed, and the execution pattern are determined, and the variation performance is executed during the variable display of the special symbol. In this way, the variation performance is executed once for one variable display of the special symbol, but in the embodiment, a performance spanning multiple variable displays of the special symbol is also executed.
[0518] FIG. 59 is a diagram for explaining an example of a reserved display performance according to a performance reference example. A reserved display area 211 is provided at the bottom of the main performance display section 200a. Although not shown in FIG. 52 to FIG. 57, the reserved display area 211 is always displayed on the main performance display section 200a even during a variable performance or while waiting for a game. During a variable performance, a reserved display performance is performed in this reserved display area 211. In the reserved display performance, the reserved display 212a indicating the reserved item read out to the processing area (0th storage unit) at the time of the big role lottery, the first reserved display 212b, the second reserved display 212c, the third reserved display 212d, and the fourth reserved display 212e indicating the reserved items stored in the first storage unit to the fourth storage unit of the first special chart reserved storage area, respectively, are displayed in the reserved display area 211. In the following, the reserved display 212a and the first reserved display 212b to the fourth reserved display 212e are collectively referred to as the reserved display 212.
[0519] For example, when the special symbol is being displayed in a variable manner and four special 1 reserved symbols are stored in the main RAM 300c, the reserved symbol 212a, the first reserved symbol 212b to the fourth reserved symbol 212e, a total of five reserved symbols 212 are displayed in the reserved display area 211 as shown in FIG. 59(a). Then, from this state, the variable display of the special symbol ends, the special 1 reserved symbol stored in the first storage unit is read into the processing area (the 0th storage unit) and a large role lottery is performed, and the reserved shift processing of the main RAM 300c is executed, as shown in FIG. 59(b), the reserved symbol 212a is erased, and the first reserved symbol 212b to the fourth reserved symbol 212e are moved one position to the left and displayed. Furthermore, when the next special 1 reserved symbol is read from this state, each reserved symbol 212 is further moved and displayed as shown in FIG. 59(c). In this way, the hold display effect is an effect that notifies the player of the number of special 1 holds stored in the main RAM 300c.
[0520] In addition, a plurality of display patterns of the reserved display 212 are provided, and the display color is different for each display pattern. In the main control board 300, when the reserved is stored, the acquisition time performance determination process (step S536) is executed, and a look-ahead designation command indicating the variable information to be determined when the newly stored reserved is read out to the 0th storage unit is transmitted to the sub-control board 330. In the sub-control board 330, when the look-ahead designation command is received, the display pattern of the reserved display corresponding to the newly stored reserved is determined based on the received command. At this time, the selection ratio of each display pattern is set for each look-ahead designation command, that is, for each variable information to be determined when the newly stored reserved is read out by the big role lottery. In other words, since the selection ratio of each display pattern is set according to the possibility of winning the jackpot and the execution pattern of the variable performance, the reliability (expected value) of the jackpot is suggested by the display pattern of the reserved display 212.
[0521] FIG. 60(a) is a diagram for explaining the final reserved display pattern determination table, and FIG. 60(b) is a diagram for explaining the previous reserved display pattern determination table. As described above, in the acquisition time performance determination process in the main control board 300, a look-ahead designation command indicating the variation mode number and variation pattern number to be determined when the newly stored reserved is read out is sent to the sub-control board 330. In other words, the look-ahead designation command is a command that transmits the variation mode number and variation pattern number to be determined when the reserved is read out to the sub-control board 330. According to the final reserved display pattern determination table, the selection ratio of the display pattern of the reserved display 212 is set for each look-ahead designation command (variation pattern number), and when the look-ahead designation command is received, the final display pattern of the reserved display 212, i.e., the final display pattern of the reserved display 212a, is determined.
[0522] According to the final hold display pattern determination table shown in Fig. 60(a), one of eight display patterns, "default (white)", "blinking", "blue", "yellow", "green", "black", "red", and "premium (rainbow)", is determined. Then, when the final display pattern of the hold display 212a is determined, the display pattern of the hold display 212 displayed before that is determined by referring to the previous hold display pattern determination table shown in Fig. 60(b). According to this previous hold display pattern determination table, for each display pattern of the hold display 212, a selection ratio of the display pattern of the hold display 212 to be displayed before the moving display is set.
[0523] For example, in the main control board 300, when a reservation is stored in the second memory section of the first special chart reservation memory area, the final display pattern of the reservation display 212a is determined by referring to the final reservation display pattern determination table. In this case, the display pattern of the first reservation display 212b is then determined by referring to the previous reservation display pattern determination table. At this time, the display pattern of the first reservation display 212b is determined based on the previously determined final display pattern of the reservation display 212a. For example, if the final display pattern of the reservation display 212a is "blue", according to the previous reservation display pattern determination table, "blinking" is determined as the display pattern of the first reservation display 212b with a probability of 200 / 250, and "blue" is determined with a probability of 50 / 250.
[0524] In this manner, once the display pattern of the first hold display 212b is determined, the display pattern of the second hold display 212c is then determined based on the previously determined display pattern of the first hold display 212b by again referring to the previous hold display pattern determination table.
[0525] As described above, when a hold is stored, first, the final display pattern of the hold display 212a is determined, and then, based on the determined final display pattern of the hold display 212a, the display pattern of the first hold display 212b is determined, and so on, so that the display patterns are determined in the reverse direction of the display order. According to the previous hold display pattern determination table, a selection ratio is set so that only a display pattern that is the same as the previously determined hold display 212 or a display pattern with low reliability is determined.
[0526] As described above, in the reserved display performance, a plurality of display patterns with different expected values for the award of a predetermined gaming profit are provided for the reserved display 212. Then, the reserved display 212 may be displayed in one display pattern from the first time it is displayed on the main performance display section 200a until it is finally erased, or the display pattern may change during the display period.
[0527] In the reference example performance, the timing when a change occurs in the display pattern of the hold display 212 can be broadly divided into the timing when a newly stored special hold 1 (hereinafter also referred to as the target hold) is moved and displayed to the first hold display 212b to the third hold display 212d, and during the target change performance related to the target hold.
[0528] Next, the processing in the sub-control board 330 for executing the above-mentioned variable performance will be described. Note that, in the following, the processing in the sub-control board 330 that is not related to the variable performance will not be described.
[0529] (Sub-CPU initialization process of the sub-control board 330) FIG. 61 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330 according to the reference example of performance.
[0530] (Step S1000-1) When the power is turned on, the sub CPU 330a reads a CPU initialization processing program from the sub ROM 330b, and initializes and sets flags and the like stored in the sub RAM 330c.
[0531] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each effect random number, and thereafter, repeats the process of step S1000-3 until an interrupt process is performed. Note that multiple types of effect random numbers are provided, and here, each effect random number is updated asynchronously.
[0532] (Sub-timer interrupt processing of the sub-control board 330) 62 is a flow chart for explaining the sub timer interrupt process (S1100) of the sub control board 330 according to the reference example. The sub control board 330 is provided with a reset clock pulse generating circuit (not shown) that generates a clock pulse at a predetermined cycle (30 times per second). When the reset clock pulse generating circuit generates a clock pulse, the sub CPU 330a reads a timer interrupt process program and starts the sub timer interrupt process.
[0533] (Step S1100-1) The sub CPU 330a saves the registers.
[0534] (Step S1100-3) The sub CPU 330a performs a process for permitting an interrupt.
[0535] (Step S1100-5) The sub-CPU 330a performs update processing of various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 is performed, and the decrement stops when the counter reaches 0.
[0536] (Step S1200) The sub-CPU 330a analyzes the command stored in the receive buffer of the sub-RAM 330c and performs various processes according to the received command. When a command is transmitted from the main control board 300, the sub-control board 330 performs a command reception interrupt process and stores the command transmitted from the main control board 300 in the receive buffer. Here, the command stored in the receive buffer is analyzed by the command reception interrupt process.
[0537] (Step S1100-7) The sub-CPU 330a performs a time schedule management process that refers to a time table and executes a process corresponding to the time stored in the time table. Here, based on the time data set in the time table, various flags are turned on or off, or commands are sent to each performance device, thereby controlling the execution of each performance, including the variable performance and the major role performance.
[0538] (Step S1100-9) The sub CPU 330a restores the register and ends the sub timer interrupt process.
[0539] Fig. 63 is a flow chart explaining the read-ahead designation command reception process for the reference performance example that is executed when a read-ahead designation command is received, among the above command analysis processes. As described above, the read-ahead designation command is set in the main control board 300 in Fig. 28, and then transmitted to the sub-control board 330 by the sub-command transmission process (see Fig. 18) in step S100-65.
[0540] (Step S1210-1) First, the sub CPU 330a analyzes the received read-ahead designation command.
[0541] (Step S1210-3) The sub-CPU330a stores the advance judgment information based on the analysis result of the above step S1210-1. The sub-RAM330c of the sub-control board 330 is provided with a first advance judgment information storage unit corresponding to the first special chart reserved storage area of the main control board 300, and a second advance judgment information storage unit corresponding to the second special chart reserved storage area. The first advance judgment information storage unit has four storage units, the first storage unit to the fourth storage unit. The first storage unit to the fourth storage unit of the first advance judgment information storage unit correspond to the first storage unit to the fourth storage unit of the first special chart reserved storage area, respectively. Similarly, the second advance judgment information storage unit has four storage units, the first storage unit to the fourth storage unit, and the first storage unit to the fourth storage unit of the second advance judgment information storage unit correspond to the first storage unit to the fourth storage unit of the second special chart reserved storage area, respectively. Here, the pre-judgment information is stored in the memory section corresponding to the memory section in which the newly reserved item is stored, among the first memory section to the fourth memory section of the first special chart reservation memory area or the second special chart reservation memory area of the main control board 300.
[0542] (Step S1210-5) The sub-CPU 330a performs a final hold display pattern determination process to determine the final display pattern of the hold display 212. Here, based on the received look-ahead designation command, the sub-CPU 330a refers to the final hold display pattern determination table (FIG. 60(a)), and determines and stores the final display pattern of the hold display 212a.
[0543] (Step S1210-7) The sub-CPU 330a derives the number of times to determine the display pattern of the hold display 212, i.e., the change timing of the hold display 212, based on the storage unit in which the hold is stored, and determines the display pattern of the hold display 212 by referring to the previous hold display pattern determination table (FIG. 60(b)) for the derived number of times. Then, the display pattern information of the hold display 212 thus determined is stored in a predetermined storage unit, and the process proceeds to step S1210-9.
[0544] (Step S1210-9) Based on the determinations in steps S1210-5 and S1210-7, the sub-CPU 330a performs a hold display start process to start displaying the hold display 212, and ends the read-ahead designation command reception process. As a result, when the hold is stored, the display of the corresponding hold display 212 is started.
[0545] Fig. 64 is a flow chart for explaining the variable command receiving process executed when a variable command is received, among the command analysis processes related to the reference example of the performance. As described above, the variable command is set in the main control board 300 in steps S612-21 and S612-25 in Fig. 33, and then transmitted to the sub-control board 330 by the sub-command transmitting process in step S100-65 (see Fig. 18).
[0546] (Step S1220-1) When the variation command is received, the sub-CPU 330a first analyzes and stores the received variation pattern command.
[0547] (Step S1220-3) Sub-CPU 330a acquires the performance random number (0 to 249) updated in step S1000-3 above, and determines and stores an execution pattern for the latter half of the variable performance based on the acquired performance random number and the analysis result in step S1220-1 above.
[0548] (Step S1220-5) The sub-CPU 330a analyzes and stores the received variation mode command.
[0549] (Step S1220-7) Sub-CPU 330a acquires the performance random number (0 to 249) updated in step S1000-3 above, and determines and stores an execution pattern for the variable performance in the first half based on the acquired performance random number and the analysis result in step S1220-5 above.
[0550] (Step S1220-9) The sub-CPU 330a acquires the performance random number (0 to 249) updated in the above step S1000-3 for each preview performance, and based on the acquired performance random number and the analysis results in the above steps S1220-1 and S1220-5, refers to each preview performance decision table to determine whether or not to execute each preview performance and the execution pattern, and stores it.
[0551] (Step S1220-11) The sub-CPU330a executes a shift process to shift the pre-determination information stored in the pre-determination information storage unit. Here, when starting a variable performance based on the special 1 reservation, the pre-determination information stored in the fourth storage unit to the second storage unit of the first pre-determination information storage unit is shifted to the third storage unit to the first storage unit of the first pre-determination information storage unit, respectively, and when starting a variable performance based on the special 2 reservation, the pre-determination information stored in the fourth storage unit to the second storage unit of the second pre-determination information storage unit is shifted to the third storage unit to the first storage unit of the second pre-determination information storage unit, respectively.
[0552] (Step S1220-13) The sub-CPU 330a performs a reserved display shift process to move and display the reserved display 212. In addition, here, when the display pattern of the reserved display 212 is changed, execution data for changing the display pattern at a predetermined timing is set.
[0553] (Step S1220-15) The sub-CPU 330a sets the time data of the time table based on the determination of each step above, and ends the variable command receiving process. Based on the time table set here, in the above step S1100-7, the process of displaying the image for the variable performance on the main performance display unit 200a, the sound output process, the lighting control process of the performance lighting device 204, and other performance execution control are performed.
[0554] <Example> Next, an embodiment of the present invention will be described. In the following, changes from the above-mentioned reference example will be described. In the embodiment described below, unless otherwise specified, it is the same as the above-mentioned reference example, and the same configurations and processes as the above-mentioned reference example are given the same reference symbols as the reference example, and detailed descriptions thereof will be omitted. Therefore, the embodiment includes all of the configurations described in the above-mentioned reference example, except for the changes described below.
[0555] FIG. 65 is a diagram for explaining the performance stage according to the embodiment. In the gaming machine 100 according to the embodiment, a variable performance is executed to suggest and notify the result of the big role lottery, similar to the above-mentioned performance reference example. In the variable performance, a background image and performance patterns 210a, 210b, 210c, etc. are displayed on the main performance display unit 200a. The background image displayed on the main performance display unit 200a is provided for each game state. Specifically, in the embodiment, a plurality of performance modes corresponding to the game state are provided, and in the sub-control board 330, a performance mode corresponding to the game state set in the main control board 300 is set.
[0556] A background image and BGM are set for each presentation mode, and the background image and BGM corresponding to the presentation mode that is set are output during the game. In other words, the player can understand the current presentation mode, i.e., the game status, from the background image and BGM.
[0557] Also, for example, four presentation stages are provided in the presentation mode corresponding to the normal game state (low probability game state and non-time-saving game state). These four presentation stages have different background images and BGM, and the presentation stage is switched when a predetermined stage change condition is met during the normal game state. The stage change condition may be, for example, that a variable presentation has been executed a predetermined number of times, that a lottery for determining whether or not the presentation stage will be changed has been won, or that a variable presentation accompanied by a change in the presentation stage has been executed.
[0558] Here, the four presentation stages set during the normal game state are called the first presentation stage, the second presentation stage, the third presentation stage, and the fourth presentation stage. Also, in Fig. 65, background images corresponding to these four presentation stages are shown, and during the first presentation stage, the first background image shown in Fig. 65(a) is displayed, during the second presentation stage, the second background image shown in Fig. 65(b) is displayed, during the third presentation stage, the third background image shown in Fig. 65(c) is displayed, and during the fourth presentation stage, the fourth background image shown in Fig. 65(d) is displayed.
[0559] In this way, by setting different presentation stages during the normal game state, boredom is suppressed. When the stage change condition is met and the presentation stage is changed, a stage change presentation is executed. The stage change presentation is a presentation in which the background image displayed before the presentation stage change gradually changes to a background image corresponding to the presentation stage after the change.
[0560] FIG. 66 is a diagram for explaining an example of a stage change performance according to an embodiment. For example, a stage change performance in which the first performance stage is switched to the fourth performance stage is executed immediately after the start of the variable performance. In this case, as shown in FIG. 66(a), at the start of the stage change performance, a first background image for the first performance stage is displayed. Then, as shown by the black arrow in FIG. 66(b), the first background image gradually slides to the right of the main performance display section 200a and frames out. At this time, at the same time, an effect image (switching suggestion image) shown by cross-hatching in the figure frames in from the left side of the main performance display section 200a and gradually slides to the right to expand the display area.
[0561] After that, as shown in FIG. 66(c), the entire surface of the main performance display unit 200a is covered with the effect image. The effect image is the same size as the main performance display unit 200a, and continues to slide to the right at the same speed even when the entire surface of the main performance display unit 200a is covered. Therefore, as shown in FIG. 66(d), immediately after the effect image is displayed on the entire surface of the main performance display unit 200a, it gradually frames out from the right side of the main performance display unit 200a. At the same time, the fourth background image for the fourth performance stage frames in from the left side of the main performance display unit 200a and gradually slides to the right, expanding the display area.
[0562] Although not shown in the figure, when the fourth background image is displayed across the entire main performance display unit 200a, the stage name given to the fourth performance stage is displayed on the main performance display unit 200a for a predetermined period of time, and when the stage name is erased, the stage change performance ends.
[0563] In this way, in the stage change performance, the background image and the effect image gradually change their display positions. Here, 30 frames of images are displayed on the main performance display unit 200a per second, but the display positions of the background image and the effect image change every frame. The display of such background images is realized, for example, by image processing that captures the background image displayed on the main performance display unit 200a one frame before, and processes the captured background image so as to shift it to the right by a specified coordinate to generate a new background image.
[0564] Here, the effect image is the same size as the main performance display section 200a, but the effect image may be larger than the main performance display section 200a. Also, the display time of the effect image may be varied depending on the type of stage change performance to suggest the degree of expectation as to which stage will be changed. Image processing related to the stage change performance will be described below.
[0565] Fig. 67 is an explanatory diagram for explaining an example of a frame configuration of an image according to an embodiment. As shown in Fig. 67(a), one frame is configured by overlapping a plurality of images. The maximum number of images that can be overlapped in one frame is, for example, eight, but here, a case where three images are overlapped will be described. In this example, as shown in Fig. 67(a), one frame is configured by overlapping images 222-1, 222-2, and 222-3.
[0566] Image 222-1 is a background image, image 222-2 is an image showing performance patterns 210a, 210b, and 210c, and image 222-3 is an image showing the hold display 212. In this way, each image is classified into one of a plurality of image types such as background image, performance pattern image (performance pattern 210a, 210b, and 210c), and hold image (hold display 212), and a priority is set in advance for each image type. Here, the priority of the background image is the lowest, the priority of the performance pattern image is higher than the priority of the background image, and the priority of the hold image is higher than the priority of the performance pattern image.
[0567] In the following, the priority of each image or each image type is indicated as a priority value Pr(N) (N is an integer from 1 to 8). Here, the larger the priority value N of Pr, the higher the priority, i.e., the higher the display priority of the image. In one frame, the higher the priority of the image, the closer it is to the top, i.e., the closer to the front.
[0568] Therefore, in this example, image 222-2 is overlaid on image 222-1, and image 222-3 is overlaid on image 222-2. Also, in one frame, images with lower priority are arranged first, and images with higher priority are overlaid later on.
[0569] In the following, an area in the frame buffer 354 where an image is arranged is called a layer. Here, eight layers are provided, from a first layer to an eighth layer, and images are stacked by arranging images in each layer. The value of n in the nth layer (n is an integer from 1 to 8) corresponds to the priority value Pr(N), and for example, an image with a priority value Pr=3 is arranged in the third layer. Therefore, for each image type, it is preset as to which layer of the frame buffer 354 the image is to be arranged in.
[0570] FIG. 67(b) shows a composite image in which images 222-1, 222-2, and 222-3 are superimposed. Image 222-3, which is arranged in the topmost (front) layer of the composite image, can be viewed in its entirety when displayed on the main performance display unit 200a. On the other hand, the further down (back) an image is arranged, the more partially or entirely it cannot be viewed due to the image superimposed above (front). However, depending on the transparency set for the image superimposed above, the image arranged below may be visible.
[0571] Fig. 68 is a block diagram of the gaming machine 100 according to the embodiment. Note that Fig. 68 shows only the sub-control board 330 and the display control unit 350 described later, but in the gaming machine 100 according to the embodiment, the main control board 300 and the device for performance are connected to the sub-control board 330, as in the above reference example.
[0572] The sub-control board 330 according to the embodiment includes a sub-CPU 330a, a sub-ROM 330b, a sub-RAM 330c, an acting section 340, and a display control section 350, and is connected to the main control board 300 so as to be able to communicate in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out a program stored in the sub-ROM 330b and performs arithmetic processing based on commands transmitted from the main control board 300 and input signals from a timer, and also controls the execution of a performance. At this time, the sub-RAM 330c functions as a work area for data during the arithmetic processing of the sub-CPU 330a. The sub-CPU 330a also determines the performance to be executed and transmits a command indicating the determined performance to the acting section 340.
[0573] Based on commands sent from sub CPU 330a, acting section 340 manages the time of the performances to be executed by performance display device 200, performance prop device 202, performance lighting device 204, and audio output device 206. For example, acting section 340 transmits a message indicating the start of performance execution to display control section 350. Acting section 340 manages the timing of sending each message, thereby managing the time of the performances to be displayed on main performance display section 200a.
[0574] The display control unit 350 controls the display of an image on the main performance display unit 200a based on a message sent from the acting unit 340. That is, the acting unit 340 sends a message based on the performance that has been decided to be executed, and the display control unit 350 receives the message sent from the acting unit 340, generates an image based on the received message, and displays it on the main performance display unit 200a.
[0575] The display control unit 350 includes a display control CPU 350a, an image ROM 350b, an image RAM 350c, a VDP (Video Display Processor) 350d, and a VRAM (Video RAM) 352. The VRAM 352 includes a frame buffer 354 and a capture area 356 as storage areas.
[0576] The display control CPU 350a performs display control to display an image for a performance corresponding to the received message on the main performance display unit 200a. The image RAM 350c functions as a data work area during processing by the display control CPU 350a. The image ROM 350b stores a large amount of image data for images to be displayed on the main performance display unit 200a.
[0577] The display control CPU 350a outputs detailed control signals to the VDP 350d according to the content of the performance. The VDP 350d reads image data required for drawing from the image ROM 350b and stores it in the VRAM 352 based on the control signals received from the display control CPU 350a.
[0578] The VDP 350d loads image data on the VRAM 352 into the frame buffer 354 for each frame. Priority is set for the image data, and in the frame buffer 354, multiple image data are arranged in each layer according to the priority. In the frame buffer 354, the image of the image data with a low priority is arranged at the bottom (rear) in the stacking direction, and as the priority increases, the image is superimposed so that it is arranged at the top (front) in the stacking direction. In other words, the frame buffer 354 functions as a work area for generating image data (composite image data) showing an image of one frame. Note that, hereinafter, the image data generated in the frame buffer 354 is also referred to as a frame image.
[0579] The VDP 350d drives the performance display device 200 based on the image data (composite image data) expanded in the frame buffer 354. As a result, an image of the image data (composite image data) expanded in the frame buffer 354 is displayed on the main performance display unit 200a for each frame.
[0580] The capture area 356 has four areas: a first capture area 356a, a second capture area 356b, a third capture area 356c, and a fourth capture area 356d. Each of the capture areas 356 is an area for temporarily storing image data (intermediate image data) of an intermediate image (an image before being completed as a frame image) in the process of creating a frame image.
[0581] Specifically, image data rendered on any one of the layers of frame buffer 354 is captured, i.e., stored, in capture area 356. The priority of the image data captured in capture area 356 differs depending on the content of the performance, and capture area 356, which is the capture destination of the image data, is set in advance for each content of the performance.
[0582] Fig. 69 is a first diagram for explaining a method for generating a frame image of a stage change performance according to an embodiment, and Fig. 70 is a second diagram for explaining a method for generating a frame image of a stage change performance according to an embodiment. As described above, since the stage change performance is executed during the variable performance, the performance patterns 210a, 210b, 210c and the hold display 212 are displayed even during the stage change performance.
[0583] Therefore, for example, the frame image immediately before the start of the stage change performance, that is, the frame image one frame before the start of the stage change performance, is an image in which images 222-1, 222-3, and 222-4 are superimposed, as shown in the upper part of FIG. 69. As described above, in the stage change performance, the background image and the effect image are displayed in a sliding manner. The priority value of the background image is Pr1, and the priority value of the effect image is Pr2. Before the start of the stage change performance, the effect image is not displayed, so no image data is arranged in the second layer.
[0584] Then, when the stage change performance starts, as shown in the lower part of Fig. 69, the background image slides to the right and frames out from the main performance display section 200a, and the effect image frames in the main performance display section 200a. At this time, for the images 222-1 and 222-2, intermediate images processed in the capture area 356 are used, instead of image data stored in advance in the image ROM 350b.
[0585] For example, when a stage change performance starts, the VDP 350d executes a capture process in which it captures, i.e., transfers, a first background image stored in the image ROM 350b to a specified capture area 356 (first capture area 356a in this example) and generates an intermediate image by shifting the coordinate position of the first background image. Then, the VDP 350d loads the generated intermediate image onto the first layer of the frame buffer 354.
[0586] Although not shown, the VDP 350d executes a capture process in which it captures the effect image in a specified capture area 356 (second capture area 356b in this example) and generates an intermediate image by shifting the coordinate position of the effect image. The VDP 350d then loads the generated intermediate image into the second layer of the frame buffer 354. As a result, the first background image and the effect image are displayed in the frame image in which images 222-1 to 222-4 are superimposed, as shown in the lower part of Fig. 69.
[0587] 70, the VDP 350d repeats a capture process for processing the intermediate image generated one frame earlier in the first capture area 356a for each frame until the first background image completely frames out. Similarly, the VDP 350d repeats a capture process for processing the intermediate image generated one frame earlier in the second capture area 356b for each frame until the effect image completely frames out.
[0588] When the first background image completely frames out, the capture process of the first background image in the first capture area 356a ends, but in the stage change performance, it is necessary to frame in the fourth background image and slide it gradually. Therefore, in the frame following the frame in which the effect image is displayed over the entire range of the main performance display section 200a, the same capture process as above is executed for the fourth background image. At this time, the capture area 356 in which the capture process for the fourth background image is executed may be the same as or different from the capture area 356 in which the capture process for the first background image was executed.
[0589] As described above, the capture process executed by the VDP 350d is executed based on messages received from the acting section 340. Here, as described above, the management of the performance is handled by the acting section 340, but if the acting section 340 were to manage the above capture process, a large number of messages would have to be prepared, which could complicate the design work.
[0590] Fig. 71 is a diagram for explaining a message for stage change production according to the embodiment. Fig. 71(a) shows an example of a message for stage change production according to a comparative example. In the comparative example, the act section 340 manages the capture process. Here, an 8-byte message is provided as a start command message for the stage change production.
[0591] In addition, as command messages to start a stage change performance, there are provided a message commanding a change from the first performance stage to the second performance stage, a message commanding a change from the second performance stage to the third performance stage, a message commanding a change from the third performance stage to the fourth performance stage, a message commanding a change from the fourth performance stage to the first performance stage, and a message commanding a change from the first performance stage to the fourth performance stage, as shown in the performance content column in the figure.
[0592] At the start of a stage change performance, the acting section 340 transmits any one of the start command messages to the display control section 350. When the display control section 350 receives the start command message, the VDP 350d generates and plays a video corresponding to the received start command message, and enables the capture area 356 to execute a capture process.
[0593] Furthermore, when it is time to end the capture process, the act section 340 transmits a capture end command message to the display control section 350. When the display control section 350 receives the capture end command message, the VDP 350d clears (initializes) the capture area 356 corresponding to the received capture end command message, and releases the capture area 356 that was being used.
[0594] In this way, in the comparative example, for a performance that requires a capture process, both a capture start command and an capture end command are required, which increases the number of commands and complicates the design work. Therefore, in the embodiment, the display control unit 350, not the act unit 340, is responsible for managing the capture process.
[0595] FIG. 71(b) shows an example of a message for stage change production according to the embodiment. In the embodiment, a start command message similar to that in the comparative example described above is provided, but a capture end command message is not provided. In the embodiment, when the display control unit 350 receives the start command message, the VDP 350d plays a video corresponding to the received start command message. Also, in the display control unit 350, a capture timer is set and the execution time of the capture process is timed. Then, the VDP 350d starts the capture process based on the timer value of the capture timer, and clears the capture area 356 when the execution time has elapsed, i.e., opens and disables the capture area 356.
[0596] 71(c) shows the command information specified in the start command message. In each start command message, the target capture area, capture priority, capture start time, and capture execution time are specified as command information. The target capture area is information indicating which capture area 356 is to be used, that is, the capture area 356 to be the target for executing the capture process.
[0597] The capture priority is information indicating the priority, in other words, the layer, when the intermediate image processed and generated in the capture process is loaded in the frame buffer 354. The capture start time is information indicating how many seconds after the message is received the capture is started. The capture execution time is information indicating the time to execute the capture process, in other words, the time from the start to the end of the capture process.
[0598] For example, when the message shown in Fig. 71(c) is received, capture processing is started in the first capture area 356a upon receipt of the message, and the generated intermediate image is rendered on the first layer of the frame buffer 354. This capture processing continues for two seconds thereafter.
[0599] As described above, the messages for stage change performance include capture valid messages that specify commands to enable capture. Note that although the capture valid messages have been described here, the messages for each performance also include messages that do not use the capture area 356. The following describes the control process related to the capture valid messages in the act section 340 and the display control section 350.
[0600] 72 is a flowchart for explaining the sub timer interrupt processing in the sub control board 330 according to the embodiment. The sub timer interrupt processing according to the embodiment is executed in place of the sub timer interrupt processing according to the above-mentioned reference example of performance.
[0601] (Step S1100-1) The sub CPU 330a saves the registers.
[0602] (Step S1100-3) The sub CPU 330a performs a process for permitting an interrupt.
[0603] (Step S1100-5) The sub-CPU 330a performs update processing for various timer counters used in the sub-control board 330.
[0604] (Step S1100-7) The sub-CPU 330a analyzes the command stored in the receive buffer of the sub-RAM 330c and performs various processes according to the received command. When a command is transmitted from the main control board 300, the sub-control board 330 performs a command reception interrupt process and stores the command transmitted from the main control board 300 in the receive buffer. Here, the command stored in the receive buffer is analyzed by the command reception interrupt process.
[0605] (Step S1100-9) The sub CPU 330a performs a performance determination process in which it determines a performance to be executed based on the analysis result of step S1100-7, and transmits a command relating to the determined performance to the acting section 340.
[0606] (Step S1100-11) The sub CPU 330a restores the register and ends the sub timer interrupt process.
[0607] FIG. 73 is a flowchart illustrating the act section main process in the act section 340 according to the embodiment.
[0608] (Step S1300-1) The acting section 340 performs a process of analyzing the received command.
[0609] (Step S1300-3) The act section 340 counts the elapsed time of the variable performance based on the analysis result of the command, and performs a time schedule management process to execute the process corresponding to the corresponding time stored in the time table by referring to the time table set for each variable performance, and then ends the main process of the act section. Here, the execution of each performance, including the variable performance, is controlled by turning on and off various flags and sending messages to the display control section 350 and each performance device based on the time data set in the time table.
[0610] 74 is a flowchart illustrating a display control main process in the display control unit 350 according to the embodiment. Note that this display control main process is repeatedly executed at frame update intervals.
[0611] (Step S1400-1) The display control CPU 350a determines whether a message has been received from the acting section 340. As a result, if it is determined that a message has been received, the process proceeds to step S1400-3, and if it is determined that a message has not been received, the process proceeds to step S1420.
[0612] (Step S1400-3) The display control CPU 350a analyzes the received message.
[0613] (Step S1400-5) The display control CPU 350a judges whether the received message is a capture enable message that specifies a command to enable capture. If it is judged that the received message is a capture enable message, the process proceeds to step S1410, and if it is judged that the received message is not a capture enable message, the process proceeds to step S1420.
[0614] (Step S1410) The display control CPU 350a executes a capture timer setting process.
[0615] FIG. 75 is a flowchart illustrating the capture timer setting process (S1410) according to the embodiment.
[0616] (Step S1410-1) The display control CPU 350a stores the capture priority (priority value Pr(N)) corresponding to the received message in a predetermined storage area. There are four storage areas, a first storage area to a fourth storage area, in which the capture priorities are stored. The first storage area to the fourth storage area correspond to the first capture area 356a, the second capture area 356b, the third capture area 356c, and the fourth capture area 356d, respectively. Here, the capture priority is stored in the storage area with the same number as the target capture area specified in the received message.
[0617] (Step S1410-3) The display control CPU 350a adds "1" to the timer value corresponding to the total time obtained by adding up the capture start time and capture execution time corresponding to the received message, and sets the result to an end timer provided as a capture timer. Note that "1" added to the timer value is a correction value, but this correction value is not essential.
[0618] (Step S1410-5) The display control CPU 350a sets a timer value corresponding to the capture start time corresponding to the received message in a start timer provided as a capture timer, and ends the capture timer setting process.
[0619] A capture timer (start timer and end timer) is provided for each storage area in which the capture priority is stored in step S1410-1. In steps S1410-3 and S1410-5, a timer value is set in the capture timer corresponding to the storage area in which the capture priority is stored in step S1410-1.
[0620] (Step S1420) Returning to FIG. 74, the display control CPU 350a executes a capture timer monitoring process.
[0621] Fig. 76 is a flowchart for explaining a capture timer monitoring process (S1420) according to the embodiment. The processes of steps S1420-1 to S1420-15 shown in Fig. 76 are executed for each capture area 356. More specifically, the processes of steps S1420-1 to S1420-15 are executed in the order of the first capture area 356a, the second capture area 356b, the third capture area 356c, and the fourth capture area 356d. In the capture timer monitoring process, the capture area 356 and the capture timer to be processed are specified before the start of the process of step S1420-1.
[0622] (Step S1420-1) The display control CPU 350a determines whether the timer value of the start timer to be processed is greater than 0. As a result, if it is determined that the timer value is greater than 0, the process proceeds to step S1420-3, and if it is determined that the timer value is not greater than 0, the process proceeds to step S1420-9.
[0623] (Step S1420-3) The display control CPU 350a decrements the start timer.
[0624] (Step S1420-5) The display control CPU 350a determines whether the timer value updated in step S1420-3 above is 0. As a result, if it is determined that the timer value is 0, the process proceeds to step S1420-7, and if it is determined that the timer value is not 0, the process proceeds to step S1420-9.
[0625] (Step S1420-7) The VDP 350d executes capture processing in the capture area 356 to be processed.
[0626] (Step S1420-9) The display control CPU 350a determines whether the timer value of the end timer to be processed is greater than 0. As a result, if it is determined that the timer value is greater than 0, the process proceeds to step S1420-11, and if it is determined that the timer value is not greater than 0, the process proceeds to step S1420-17.
[0627] (Step S1420-11) The display control CPU 350a decrements the end timer.
[0628] (Step S1420-13) The display control CPU 350a determines whether the timer value updated in step S1420-11 above is 0. As a result, if it is determined that the timer value is 0, the process proceeds to step S1420-15, and if it is determined that the timer value is not 0, the process proceeds to step S1420-17.
[0629] (Step S1420-15) The VDP 350d clears the capture area 356 for processing.
[0630] (Step S1420-17) The display control CPU 350a judges whether the processing has been completed for all the capture areas 356. If it is judged that the processing has been completed for all the capture areas 356, the display control CPU 350a ends the capture timer monitoring processing, and if it is judged that the processing has not been completed for all the capture areas 356, the display control CPU 350a updates the processing target and returns the processing to step S1420-1.
[0631] Returning to Figure 74, the VDP 350d expands image data relating to the intermediate image generated in the capture area 356, or image data read from the image ROM 350b, into the frame buffer 354, and executes an image generation process to display an image on the main performance display unit 200a based on the image data in the frame buffer 354, and then terminates the display control main process.
[0632] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is obvious that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that such modifications also belong to the technical scope of the present invention.
[0633] In the above embodiment, a case has been described in which the display control unit 350 executes the display control main process based on a message received from the acting unit 340. However, the control unit from which the display control unit 350 receives the message is not limited to this. In any case, a higher-level control unit that transmits a message based on the performance that has been determined to be performed is provided, and the display control unit 350 receives the message transmitted from the higher-level control unit, generates an image based on the received message, and displays it on the image display unit. Therefore, the higher-level control unit may be, for example, the main control board 300.
[0634] In addition, the capture process according to the above embodiment is merely an example. In the above embodiment, the case where four capture areas 356 are provided has been described, but the number of capture areas 356 may be one or more, and is not particularly limited.
[0635] In the above embodiment, a case has been described in which information indicating the start time and execution time of the capture is added to the message received by the display control unit 350. That is, in the embodiment, the timer value of the capture timer is set and the execution time is measured based on the received message. However, if either or both of the start time and execution time of the capture are uniform regardless of the content of the performance, the information indicating the start time or execution time of the capture in the message is not essential.
[0636] In the above embodiment, the effect image is captured in the second capture area 356b, and the intermediate image is generated by shifting the coordinate position of the effect image. That is, in the embodiment, in the stage change performance, the background image before the transition, the background image after the transition, and the effect image are displayed by the intermediate image generated by the capture. However, for example, video data in which the effect image slides over time may be prepared in advance, and this video data may be played during the stage change performance.
[0637] In the embodiment, the above-mentioned capture-related processing is applied to the stage change performance. However, the performance to which the above-mentioned capture-related processing is applied is not limited to this. For example, it may be applied to a reach development performance in which the performance patterns 210a, 210b, 210c and other images are displayed by shaking, or in a so-called freeze performance in which various images such as reserved images are temporarily stopped.
[0638] In the above embodiment, the present invention is applied to a pinball game machine (pachinko machine), but the present invention can also be applied to a reel game machine (slot machine).
[0639] The act unit 340 in the embodiment corresponds to the higher-level control unit of the present invention, and the capture valid message in the embodiment corresponds to the control information of the present invention. Moreover, the VDP 350d that executes the process of step S1420-7 in the embodiment corresponds to the capture execution unit of the present invention. Moreover, the display control CPU 350a that executes the processes of steps S1410-3, S1410-5, S1420-3, and S1420-11 in the embodiment corresponds to the timer unit of the present invention. Moreover, the VDP 350d that executes the process of step S1407 in the embodiment corresponds to the image generating unit of the present invention. Moreover, the VDP 350d that executes the process of step S1420-15 in the embodiment corresponds to the clearing unit of the present invention. [Explanation of symbols]
[0640] 100 Gaming Machines 200a Main performance display unit (image display unit) 340 Act section (upper control section) 350 Display control unit 356 Capture Area
Claims
1. A host control unit that transmits control information based on the performance that has been determined to be executed; a display control unit that receives the control information transmitted from the upper level control unit, generates an image based on the received control information, and displays the image on an image display unit; The display control unit is a capture execution unit that captures image data in a capture area based on reception of predetermined control information; A timing unit that times an execution time of the capture; an image generating unit that generates the image using the image data captured in the capture area; a clearing unit that clears the capture area when the execution time has elapsed; A gaming machine characterized by functioning as follows.
2. The timekeeping unit measures the execution time based on the received predetermined control information.
2. The gaming machine according to claim 1.
Citation Information
Patent Citations
Game machine
JP2004321428A
Game machine
JP2016135283A
Game machine
JP2019097711A
Game machine
JP2019165902A