Gaming Machines
By judging the player's victory start port in the game console and activate the game value to return the game ball, the game ability narrowing and fun suppression caused by the end of the game console's high probability state is solved, and the balance between shooting performance control and gaming experience is achieved.
Patent Information
- Application Number
- JP2022174265
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-31
- Publication Date
- 2025-02-07
- Estimated Expiration
- 2042-10-31
AI Technical Summary
The existing gaming consoles end after reaching the limit of the number of times at a high probability state, resulting in narrowing of gaming capabilities, suppressing the fun of gaming, and it is difficult to balance the improvement of gaming capabilities and shooting performance.
By judging whether the player has won the start port, decide whether to play a special game that is beneficial to the player, and use game control, detection and counting methods to activate the game value and return the game ball reasonably to avoid wasting the ball ball when the game stops.
Effectively suppress excessive improvement in shooting performance, while providing a wide range of gaming experiences, ensuring players' sense of fairness and avoiding waste of game balls.
Smart Images

Figure 0007627955000001 
Figure 0007627955000002 
Figure 0007627955000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, various measures have been taken to prevent gaming machines from becoming excessively gambling-oriented and to ensure healthy gameplay. For example, Patent Document 1 below discloses a gaming machine that, when the number of times a high probability state continues (the number of times a probability change continues) reaches a predetermined upper limit (limit number), sets the probability state to a normal probability state and ends the electric support state. This is said to prevent the gaming machine of Patent Document 1 from becoming too gambling-oriented. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-134136 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the gaming machine of Patent Document 1, the high probability state ends when the limit number of wins is reached, which may result in narrowing the gameplay and excessively suppressing interest in the game. As such, conventional gaming machines have room for improvement in the balance between maintaining gameplay and suppressing gambling. Furthermore, there has been a demand for a gaming machine that can suppress excessive gambling while maintaining a range of gameplay.
[0005] Therefore, an object of the present invention is to provide a gaming machine that can prevent excessive gambling while maintaining a wide range of gameplay. [Means for solving the problem]
[0006] The gaming machine of the present invention, which is provided to solve the above-mentioned problems, comprises a game control means which decides whether or not to execute a special game advantageous to the player based on the winning of a ball into a starting port and controls the progress of the game in accordance with the result of the decision, an out detection means which detects the game value used in the game, a usage amount counting means which counts the usage amount, which is the amount of game value detected by the out detection means, an award amount counting means which counts the award amount, which is the amount of game value to be awarded to the player in accordance with the result of the game, a specific value storage means which stores a specific value derived based on the award amount and the usage amount, and a payout amount counting means which counts the payout amount, which is the amount of game value to be paid out to the player, and when the specific value reaches a predetermined value, the game control means activates a specific function at a predetermined timing to stop the progress of the game, and the payout amount counting means stores the amount of game value detected by the out detection means after the specific function is activated as the payout amount.
[0007] The gaming machine of the present invention can prevent excessive gambling while maintaining a wide range of gameplay. Furthermore, the gaming machine of the present invention can appropriately pay out to the player the game value (game balls) that had flowed down the game area when the game was stopped. More specifically, when a game is stopped due to the activation of a specific function, any winnings from that moment onward are invalidated, and the game value (game balls) that had flowed down the game area become wasted balls. Furthermore, if the game value (game balls) that had flowed down the game area when the game was stopped become wasted balls, this could give the player a sense of unfairness. The gaming machine of the present invention can appropriately pay out to the player the game value (game balls) that had flowed down the game area when the game was stopped due to the activation of a specific function, thereby preventing the player from feeling a sense of unfairness. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine that can prevent excessive gambling while maintaining a wide range of gameplay. [Brief explanation of the drawings]
[0009] [Figure 1]FIG. [Figure 2] A diagram showing the big prize opening and second starting opening located in the right-side gaming area. [Figure 3] FIG. 2 is an oblique view of the rear side of the gaming machine. [Figure 4] FIG. 2 is a block diagram of the entire gaming machine. [Figure 5] FIG. 10 is a diagram showing an example of a jackpot determination table for a jackpot lottery. [Figure 6] FIG. 10 is a diagram showing an example of a special symbol determination table. [Figure 7] FIG. 10 is a diagram showing an example of a game status setting data table. [Figure 8] A figure showing an example of a special electric device operation mode determination table. [Figure 9] A figure showing an example of a large prize opening opening mode determination table. [Figure 10] A figure showing an example of a special pattern change pattern determination table for the first special pattern display device. [Figure 11] A figure showing an example of a special symbol change pattern determination table for the second special symbol display device during a time-saving game state. [Figure 12] b A figure showing an example of a special symbol change pattern determination table for the second special symbol display device during time-saving game mode. [Figure 13] FIG. 10 is a diagram showing an example of a pre-determination table for the jackpot lottery of the first special pattern display device. [Figure 14] FIG. 10 is a diagram showing an example of a pre-determination table for the jackpot lottery of the second special pattern display device during a time-saving game state. [Figure 15] b) A figure showing an example of a pre-determination table for the jackpot lottery of the second special pattern display device during the time-saving game state. [Figure 16] A figure showing an example of a table regarding normal patterns and starting movable pieces. [Figure 17] FIG. 2 is a diagram illustrating an example of various storage areas of a main RAM. [Figure 18] FIG. 2 is a diagram showing main processing in the main control board. [Figure 19]FIG. 10 is a diagram showing timer interrupt processing in the main control board. [Figure 20] FIG. 10 is a diagram showing input control processing in the main control board. [Figure 21] A diagram showing the general prize slot detection switch input processing on the main control board. [Figure 22] A diagram showing the input processing of the large prize opening detection switch on the main control board. [Figure 23] A diagram showing the first start port detection switch input processing on the main control board. [Figure 24] A diagram showing the second start port detection switch input processing on the main control board. [Figure 25] FIG. 10 is a diagram showing gate detection switch input processing in the main control board. [Figure 26] A diagram showing the out ball detection switch input processing on the main control board. [Figure 27] A diagram showing the special diagram special electric control processing on the main control board. [Figure 28] A diagram showing the special pattern memory determination process on the main control board. [Figure 29] A diagram showing the jackpot determination process on the main control board. [Figure 30] A diagram showing the special pattern variation processing on the main control board. [Figure 31] A diagram showing the b time-shortened game state transition determination process on the main control board. [Figure 32] A diagram showing the special pattern stop processing on the main control board. [Figure 33] A diagram showing the jackpot game processing on the main control board. [Figure 34] A diagram showing the jackpot game ending processing on the main control board. [Figure 35] A diagram showing the normal power control processing on the main control board. [Figure 36] A diagram showing the normal pattern change processing on the main control board. [Figure 37] A diagram showing auxiliary game processing on the main control board. [Figure 38] FIG. 10 is a diagram showing the MY value monitoring process in the main control board. [Figure 39] FIG. 10 is a diagram showing a complete reaching determination process in the main control board. [Figure 40] 3A and 3B are diagrams illustrating an information display and display information displayed on the information display. [Figure 41] 10A and 10B are diagrams showing specific examples of display modes of an information display device. [Figure 42] This is a diagram showing the relationship between the MY calculation reference value, difference in balls, and MY value over time. [Figure 43] This is a diagram showing the relationship between the MY calculation reference value, difference in balls, and MY value over time. [Figure 44] FIG. 10 is a diagram showing the main processing in the performance control unit. [Figure 45] A diagram showing timer interrupt processing in the performance control unit. [Figure 46] A diagram showing the command analysis process in the performance control unit. [Figure 47] FIG. 10 is a diagram showing the relationship between icon color and the probability of winning a jackpot. [Figure 48] FIG. 10 is a diagram illustrating an example of an icon final display mode determination table. [Figure 49] A figure showing an example of a pattern effect preview determination table and a pattern effect preview update scenario determination table. [Figure 50] A diagram showing the variable presentation pattern determination process in the presentation control unit. [Figure 51] A figure showing an example of a variable performance pattern determination table for the first special pattern. [Figure 52] A figure showing an example of a variable presentation pattern determination table for the second special symbol during a time-saving game state. [Figure 53] b) A diagram showing an example of a variable presentation pattern determination table for the second special symbol during the time-saving game state. [Figure 54] A diagram showing the MY-related notification update processing in the performance control unit. [Figure 55]10 is a timing chart showing the execution timing of each complete operation related notification. [Figure 56] 10A to 10C are diagrams illustrating examples of notifications related to each complete operation. [Figure 57] FIG. 10 is a diagram showing an example of an image dedicated to the ending. [Figure 58] 10A and 10B are diagrams showing the positions of an optional notification image display area and a pre-notification image display area. [Figure 59] This is a diagram showing the case where the MY value reaches 95,000 during a jackpot fluctuation. [Figure 60] FIG. 10 is a diagram illustrating a modified example of the complete reaching determination process. [Figure 61] FIG. 2 is a diagram illustrating a main process in the central control unit. [Figure 62] A figure showing an example of a mini character action performance determination table. [Figure 63] FIG. 10 is a diagram illustrating a main process in the audio control unit. [Figure 64] FIG. 2 is a diagram showing a sound block in the audio control unit. [Figure 65] FIG. 4 is a diagram illustrating a main process in a lamp control unit. [Figure 66] 1 is a diagram showing the configuration of movable effect devices and their movable ranges. FIG. [Figure 67] FIG. 10 is a diagram showing drive data for the first movable performance device. [Figure 68] FIG. 10 is a diagram showing drive data for the second movable performance device. [Figure 69] 10 is a timing chart showing the control of the first movable effect device under normal conditions. [Figure 70] FIG. 10 is a diagram showing the operation of the first movable effect device under normal conditions. [Figure 71] 10 is a timing chart showing the control of the first movable performance device during complete operation. [Figure 72] A diagram showing the operation of the first movable performance device during complete operation. [Figure 73] 10 is a timing chart showing the control of the third movable effect device under normal conditions. [Figure 74] 10 is a timing chart showing the control of the third movable performance device during complete operation. [Figure 75] FIG. 10 is a diagram showing an example of a setting screen for optional notification operated by an administrator of the gaming machine. [Figure 76] FIG. 10 is a diagram showing an example of a setting screen for an optional notification by a player's operation. [Figure 77] FIG. 10 is a diagram showing an example of a display screen for an optional notification by a player's operation. [Figure 78] FIG. 10 is a diagram showing an example in which an optional notification image is temporarily displayed. [Figure 79] This is a diagram showing the timing of updating the number reserve, displaying the changing small effect patterns, and stopping the confirmation. [Figure 80] FIG. 10 is a diagram showing an example of an incremental update of reserved numbers. [Figure 81] This is a diagram showing an example of the presentation from the start of fluctuation to the final stop. [Figure 82] A figure showing an example of a pattern effect preview. [Figure 83] This figure shows what happens when the complete function is activated during a pattern effect preview. [Figure 84] FIG. 10 is a diagram showing an example of a mini character action presentation. [Figure 85] This is a diagram showing the case where the complete function is activated during a mini character action presentation. [Figure 86] FIG. 10 is a diagram showing an example of a presentation at the time of the SPSP development branch. [Figure 87] This is a diagram showing what happens when the complete function is activated during the performance when the SPSP development is successful. [Figure 88] A figure showing an example of a winning / losing notification display in a jackpot mode. [Figure 89] A figure showing an example of a winning / losing notification display in a losing mode. [Figure 90] This is a diagram showing the case where the complete function is activated during the winning / losing notification display in the jackpot mode. [Figure 91] A figure showing an example of a pattern promotion effect after a jackpot is announced. [Figure 92]This is a diagram showing the case where the complete function is activated during the pattern promotion performance. [Figure 93] FIG. 10 is a diagram showing an example of a presentation during a jackpot game. [Figure 94] A figure showing an example of a promotion effect during a jackpot game. [Figure 95] A diagram showing the advantageous period and the timing of displaying results. [Figure 96] FIG. 10 is a diagram showing an example of a result image. [Figure 97] FIG. 10 is a diagram illustrating an example of a start condition and a release condition for advance notification. [Figure 98] FIG. 10 is a diagram showing a specific example A of advance notification and notification of preparation for complete operation. [Figure 99] FIG. 10 is a diagram showing a specific example B of advance notification and notification of preparation for complete operation. [Figure 100] FIG. 10 is a diagram showing a specific example C of advance notification and notification of preparation for complete operation. [Figure 101] FIG. 10 is a diagram showing a specific example D of advance notification and notification of preparation for complete operation. [Figure 102] FIG. 10 is a diagram showing a specific example E of advance notification and notification of preparation for complete operation. [Figure 103] FIG. 10 is a diagram showing a specific example F of advance notification and notification of preparation for complete operation. [Figure 104] FIG. 10 is a diagram showing a specific example G of advance notification and notification of preparation for complete operation. [Figure 105] FIG. 10 is a diagram showing the display timing of an image dedicated to ending. [Figure 106] FIG. 10 is a diagram showing an example of an image dedicated to the ending. [Figure 107] FIG. 10 is a diagram showing the timing of adding the number of items to be sent back after the complete operation. [Figure 108] FIG. 10 is a diagram showing types and priorities of errors. [Figure 109] FIG. 10 is a diagram showing the notification contents of each error and the termination conditions. [Figure 110] FIG. 10 is a diagram illustrating an example of a power restoration notification. [Figure 111]FIG. 10 is a diagram illustrating an example of a magnetic detection error notification. [Figure 112] FIG. 10 is a diagram illustrating an example of a discharge error notification. [Figure 113] FIG. 10 is a diagram showing an example of a complete operation notification. [Figure 114] FIG. 10 is a diagram illustrating an example of a door open error notification. [Figure 115] 10A and 10B are diagrams showing the output of sound data when the output of the effect sound and the output of the complete operation system sound overlap. [Figure 116] 10A and 10B are diagrams showing the output of sound data when the output of a special sound and the output of a magnetic detection error system sound overlap. [Figure 117] 10A and 10B are diagrams illustrating sound data output when the output of the complete operation system sound and the output of the door opening error system sound overlap. [Figure 118] 10A and 10B are diagrams illustrating sound data output when the output of the magnetic detection error system sound and the output of the complete operation system sound overlap. [Figure 119] 10A and 10B are diagrams illustrating sound data output when the output of the complete operation system sound and the output of the magnetic detection error system sound overlap. [Figure 120] 10A and 10B are diagrams showing sound data output and display contents on an image display device when a complete operation notification and a discharge error notification are issued at the same time. [Figure 121] 10A and 10B are diagrams showing the output of the complete operation system sound and the output of sound data when the top priority is given to displaying a complete operation screen. [Figure 122] FIG. 10 is a diagram showing the output of sound data when only the output of the complete operation system sound is given top priority. [Figure 123] 10A and 10B are diagrams showing the output of sound data and the display content on the image display device when power is restored with the complete operation flag set. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings.
[0011] (Configuration of gaming machine 1) First, the configuration of the gaming machine 1 will be specifically described with reference to Figures 1 to 3. Figure 1 is an example of a front view of the gaming machine 1 in an embodiment of the present invention. Figure 2 is a diagram showing a special prize opening 16 and a second start opening 15 provided in the right-side gaming area. Figure 3 is a perspective view of the back side of the gaming machine 1 in an embodiment of the present invention.
[0012] The gaming machine 1 includes an outer frame 60 that is attached to the island equipment of a gaming parlor, and a glass frame 50 that is rotatably supported by the outer frame 60 (see FIG. 1). The outer frame 60 is provided with a gaming board 2 that has a gaming area 6 formed therein, through which gaming balls Q flow down.
[0013] The glass frame 50 is provided with an audio output device 32 consisting of a speaker, a frame lighting device 34b having multiple lamps (LEDs), a performance button 35 for changing the performance mode by pressing it, and an operating lever 36 that can be operated in at least two directions (four directions in this embodiment).
[0014] The audio output device 32 outputs background music (BGM), sound effects (SE), etc. to create sound effects. The decorative lighting devices 34, such as the frame lighting device 34b and the belly button lamp 34c, are provided in multiple locations and change the direction and color of light emitted by each lamp to create lighting effects.
[0015] The effect button 35 is provided with an effect button detection switch 35a (see FIG. 4), and when this effect button detection switch 35a detects an operation by the player, a further effect is executed in response to this operation. Similarly, the operation lever 36 is also provided with a lever operation detection switch 36b (see FIG. 4), which is configured to allow the player to input predetermined information into the gaming machine 1 (see FIG. 4). In this embodiment, the effect button 35 is configured to be movable up and down by an effect button drive motor 35b (see FIG. 4).
[0016] The glass frame 50 is also provided with an operating handle 3 that is rotated to launch game balls toward the game area 6, and a tray 40 that stores multiple game balls, and the tray 40 has a downward slope so that the game balls flow down toward the operating handle 3. An inlet for receiving game balls is provided at the end of the downward slope of the tray 40, and the game balls received in this inlet are sent out one by one to a ball feed opening (not shown) provided on the back surface of the glass frame 50 by driving a ball feed solenoid 4b (see FIG. 4). The tray 40 is also provided with a tray full detection switch 126 (see FIG. 4) that can detect the state of game balls stored in the tray 40 and detects whether the tray 40 is full.
[0017] The game balls sent out to the ball feed opening (not shown) are guided to the downwardly inclined end of the launch rail (not shown) by a launch rail (not shown) that slopes downward toward the launching member (not shown).A stopper (not shown) that stops the game ball is provided above the downwardly inclined end of the launch rail, and one game ball sent out from the ball feed opening will stop at the downwardly inclined end of the launch rail.
[0018] When the player touches the operating handle 3, a touch sensor 3a (see FIG. 4) provided inside the operating handle 3 detects contact between the operating handle 3 and the player. When the player then rotates the operating handle 3, a launch volume 3b (see FIG. 4) directly connected to the operating handle 3 also rotates, and the launch volume 3b adjusts the launch strength of the game balls, causing a launch member directly connected to a launch solenoid 4a (see FIG. 4) to rotate at the adjusted launch strength. When this launch member rotates, the launch member launches the game ball Q stored at the end of the downward slope of the launch rail, and the game ball is launched into the game area 6.
[0019] The game ball launched as described above rises from the launch rail between rails 5a and 5b (see Figure 1) and passes over ball return prevention piece 5c, then reaches play area 6 and then falls freely within play area 6. At this time, the game ball falls unpredictably due to multiple nails and pinwheels provided in play area 6.
[0020] As shown in Figure 1, within the game area 6 of the game board 2, there are various winning holes and starting holes (general winning hole 12, normal pattern gate 13, first starting hole 14, second starting hole 15, large winning hole 16), a first image display device 31a (main LCD), and a decorative frame 7 surrounding the display area of the first image display device 31a.
[0021] In contrast, outside the play area 6 of the game board 2, there are provided a first special pattern display device 20, a second special pattern display device 21, a normal pattern display device 22, a first special pattern reserved display device 23, a second special pattern reserved display device 24, a normal pattern reserved display device 25, a round number display device 26, and a right-hit display device 27.
[0022] As shown in Fig. 1, three general winning openings 12a are provided in the lower left side of the gaming area 6, through which gaming balls shot toward the left side of the gaming area 6 (so-called left-handed hits) can win (enter), but gaming balls shot toward the right side of the gaming area 6 (so-called right-handed hits) cannot win, and one general winning opening 12b is provided in the lower right side of the gaming area 6, through which gaming balls shot toward the right side can win (enter), but gaming balls shot toward the left side cannot win. In the following explanation, the general winning opening 12a provided in the left side of the gaming area 6 and the general winning opening 12b provided in the right side of the gaming area 6 may be collectively referred to simply as "general winning opening 12."
[0023] Here, each general winning opening 12 is provided with a general winning opening detection switch (see FIG. 4) for detecting the winning of a gaming ball (ball entry). Specifically, general winning opening 12a in the left area is provided with general winning opening detection switch 12c, and general winning opening 12b in the right area is provided with general winning opening detection switch 12d. When the entry of a gaming ball into a general winning opening 12 is detected, a predetermined number of prize balls (for example, 10 gaming balls) are paid out from a payout device for paying out gaming balls.
[0024] 1, a first start hole 14 is provided in the lower center of the game area 6, which constitutes a starting area where game balls hit from the left can win but game balls hit from the right cannot win. Also, a second start hole 15 is provided in the right area of the game area 6, which constitutes a starting area where game balls hit from the right can win (enter).
[0025] 2, the second start hole 15 has a start movable piece 15b and a start hole opening / closing solenoid 15c (see FIG. 4) that constitute a normal electric device (start hole opening / closing device) for facilitating the entry of game balls into the second start hole 15. In the gaming machine 1 of this embodiment, the start hole opening / closing solenoid 15c is activated to cause the start movable piece 15b to slide forward and backward (in the direction of the arrow in FIG. 2), and is controlled to convert between a closed state (closed mode) in which the start movable piece 15b restricts the entry of game balls into the second start hole 15, and an open state (open mode) in which the start movable piece 15b opens the opening of the second start hole 15 and allows the entry of game balls into the second start hole 15.
[0026] Here, the first start hole 14 is provided with a first start hole detection switch 14a (see FIG. 4) for detecting the entry of a game ball (ball entry), and the second start hole 15 is provided with a second start hole detection switch 15a (see FIGS. 2 and 4) for detecting the entry of a game ball (ball entry). When the entry of a game ball into the first start hole 14 or the second start hole 15 is detected, a random number value for jackpot determination is obtained to perform a "jackpot lottery (jackpot determination)" described later.
[0027] Furthermore, when the entry of a gaming ball into the first start hole 14 or the second start hole 15 is detected, in addition to the random number value for determining a jackpot, a random number value for determining a special symbol to determine the special symbol to be stopped and displayed, a random number value for reaching a win determination and a random number value for special symbol variation to determine the variation time of the special symbol, are also obtained. The random number value for determining a jackpot, the random number value for determining a special symbol, the random number value for reaching a win determination, and the random number value for special symbol variation are referred to as special symbol determination information.
[0028] Furthermore, when it is detected that a gaming ball has entered the first starting hole 14, a predetermined number of prize balls (for example, three gaming balls) will be paid out from the payout device. Also, when it is detected that a gaming ball has entered the second starting hole 15, a predetermined number of prize balls (for example, one gaming ball) will be paid out from the payout device. Note that the number of prize balls paid out when a gaming ball has entered the first starting hole 14 and the number of prize balls paid out when a gaming ball has entered the second starting hole 15 may be the same.
[0029] As shown in FIG. 1, on the right side of the gaming area 6, there is provided a normal symbol gate 13 which constitutes a normal area through which gaming balls can pass.
[0030] Here, a gate detection switch 13a (see FIG. 4) for detecting the passage (entry) of a gaming ball is provided in the normal symbol gate 13. Then, when the passage of a gaming ball into the normal symbol gate 13 is detected, a random number value for winning determination is obtained to perform a "winning lottery (winning determination)" described later.
[0031] In addition, when the passage of the gaming ball through the normal symbol gate 13 is detected, in addition to the random number value for winning judgment, a random number value for determining a normal symbol to determine the normal symbol to be stopped and a random number value for normal symbol fluctuation to determine the normal symbol fluctuation time are also acquired. The random number value for winning judgment, the random number value for determining a normal symbol, and the random number value for normal symbol fluctuation are referred to as normal symbol judgment information.
[0032] As shown in FIG. 1, in the right area of the game area 6, there is provided a big prize opening 16 into which game balls hit from the right can win (enter) a prize, but game balls hit from the left cannot win.
[0033] As shown in Figure 2, the large prize opening 16 has a large prize opening door 16b and a large prize opening solenoid 16c (see Figure 4) that constitute a special electric device (large prize opening opening device) for facilitating the entry of game balls into the large prize opening 16. The large prize opening door 16b has an upper surface that slopes downward in the left-right direction (right side in Figure 2), thereby forming a flow path for game ball Q, and is also movable in the front-to-back direction (see arrow in Figure 2). The large prize opening door 16b moves in the front-to-back direction due to the operation of the large prize opening opening solenoid 16c, and is thereby controlled to switch between a closed state (closed mode) that restricts the entry of game balls into the large prize opening 16 and an open state (open mode) that allows game balls to enter the large prize opening 16.
[0034] Here, the big prize opening 16 is provided with a big prize opening detection switch 16a (see FIGS. 2 and 4) for detecting the entry of a game ball (entry of a game ball). When the entry of a game ball into the big prize opening 16 is detected, a preset number of prize balls (for example, 15 game balls) are paid out.
[0035] As shown in Figure 1, at the bottom of the game area 6, there is an outlet 11 for discharging game balls that do not win (enter) any of the general winning opening 12, the first starting opening 14, the second starting opening 15, and the large winning opening 16 out of the game area.
[0036] Here, an out ball detection switch 11a is provided on the back of the gaming board 2 (see FIG. 4). The out ball detection switch 11a is provided to detect all gaming balls that are launched into the gaming area of the gaming board 2. Here, gaming balls detected by the out ball detection switch 11a are discharged to the outside of the gaming machine 1 through a discharge port on the back side of the gaming machine 1.
[0037] In addition, a first image display device 31a (main liquid crystal display) composed of an LCD (Liquid Crystal Display) or the like is provided in the center of the gaming area 6, and on both sides of the first image display device 31a (main liquid crystal display), second image display devices 31b (sub-liquid crystal displays) which are smaller in size and display area than the first image display device 31a are provided on the left and right sides of the gaming area 6.
[0038] In the following description, the first image display device 31a (main liquid crystal display) and the second image display device 31b (sub-liquid crystal display) may be collectively referred to simply as "image display device 31."
[0039] In addition, in the following explanation, the area formed by both or either of the first image display device 31a (main LCD) and the second image display device 31b (sub LCD) where the performance display is performed may be collectively referred to as the "performance display area 70."
[0040] In the following description of the embodiments of the gaming machine of the present invention, what is described as being displayed on the image display device 31 (displayed in the performance display area 70) may be displayed on the first image display device 31a (main LCD), or on the second image display device 31b (sub LCD), or on both the first image display device 31a (main LCD) and the second image display device 31b (sub LCD).
[0041] In addition, in the following description of the embodiments of the gaming machine of the present invention, what is described as being displayed on the first image display device 31a (main liquid crystal display) is not limited to this, and may be displayed on the second image display device 31b (sub-liquid crystal display). Furthermore, in the following description of the embodiments of the gaming machine of the present invention, what is described as being displayed on the second image display device 31b (sub-liquid crystal display) is not limited to this, and may be displayed on the first image display device 31a (main liquid crystal display).
[0042] This image display device 31 displays customer waiting effect images during waiting when no game is being played, and displays game effect images according to the progress of the game. Among other things, in the variable effect described below, three effect symbols 38 (left symbol, center symbol, right symbol) for notifying the result of the lottery for a jackpot are displayed in a variable manner, and a jackpot is notified as the result of the lottery for a jackpot when a specific combination of effect symbols 38 (for example, 777) is displayed in a stopped state, and a loss is notified as the result of the lottery for a jackpot when a combination other than the specific effect symbols 38 (for example, 289) is displayed in a stopped state.
[0043] This effect symbol 38 starts to change in synchronization with the start of the change display of the special symbol, which is executed based on the winning (entry of) of a game ball into the first start hole 14 or the second start hole 15, and is stopped and displayed in synchronization with the stop display of the special symbol after a predetermined change time has elapsed. In other words, the timing of the change display of the effect symbol 38 and the special symbol, and the timing of the stop display of the effect symbol 38 and the special symbol correspond to each other (are the same time).
[0044] In this embodiment, the gaming machine is configured so that different types of effect symbols 38 are displayed variably or statically when a gaming ball enters the first start hole 14 and when a gaming ball enters the second start hole 15. Note that the gaming machine of the present invention may be configured so that the same type of effect symbol 38 is displayed variably or statically in the variable effect when a gaming ball enters (wins) the first start hole 14 and when a gaming ball enters (wins) the second start hole 15.
[0045] In addition, at the top right corner of the effect display area 70 (image display device 31), three small effect patterns 48 for announcing the lottery results for the jackpot in the variable effect are displayed in a variable manner by scrolling vertically (from top to bottom in this embodiment).
[0046] The variable display of the small effect pattern 48 starts in response to the start of the variable display of the first special pattern or the second special pattern, and stops in response to the stop of the variable display of the first special pattern or the second special pattern. In other words, the variable display of the small effect pattern 48 is performed in response to the variable display of the first special pattern or the second special pattern, and the execution status of the variable display of the first special pattern or the second special pattern is notified (suggested) to the player depending on the variable state of the small effect pattern 48.
[0047] Like the performance symbols 38, the small performance symbols 48 are composed of symbols showing numbers from "1" to "9," and when the small performance symbols 48 are stopped, they stop for a predetermined time in a predetermined pattern (missing pattern, winning pattern, etc.) that indicates the result of the jackpot lottery. A winning pattern (special result pattern) is a combination of the same small performance symbols 48, such as "777," or a combination of small performance symbols 48 with a pattern, such as "357," and a losing pattern is any other pattern.
[0048] In addition, the effect display area 70 (image display device 31) is provided with a first reserve icon display area 72a for displaying, as an icon, the first special pattern reserve number (U1) indicating the number of special pattern determination information for which the jackpot lottery (jackpot determination) has not been executed (not determined) among the special pattern determination information obtained based on the entry of a gaming ball into the first starting port 14, so that the player can easily understand it; a second reserve icon display area 72b for displaying, as an icon, the second special pattern reserve number (U2) indicating the number of special pattern determination information for which the jackpot lottery (jackpot determination) has not been executed (not determined) among the special pattern determination information obtained based on the entry of a gaming ball into the second starting port 15, so that the player can easily understand it; and a variable icon display area 73 for displaying, as an icon, information indicating the special pattern determination information for which a variable display (variable effect) is being executed, so that the player can easily understand it.
[0049] In the following explanation, the icons displayed in the first pending icon display area 72a and the second pending icon display area 72b will be referred to as "pending icons (special chart determination information for which the jackpot determination has not yet been performed)", and the icons displayed in the variable icon display area 73 will be referred to as "the variable icon (special chart determination information for which the jackpot determination has been performed and the variable display (variable performance) is being performed)".
[0050] In addition, the pending icon and the variable icon may be collectively referred to simply as "icons."
[0051] The decorative frame 7 surrounding the display area of the image display device 31 has a wall section erected from the game board 2 on its outer periphery to prevent the game ball from passing in front of the display area of the image display device 31.
[0052] The gaming machine 1 of this embodiment is provided with a plurality of decorative lighting devices 34. The decorative lighting devices 34 include a board lighting device 34a (not shown), a frame lighting device 34b, and a belly button lamp 34c. The board lighting device 34a has a plurality of lamps (LEDs, etc.) and is provided on both the left and right sides of the decorative frame 7. The frame lighting device 34b is provided above the first image display device 31a. The belly button lamp 34c is provided below the first starting hole 14. Furthermore, a first movable effect device 81 (effect device) is provided above the decorative frame 7 (above the first image display device 31a) (see FIG. 66).
[0053] This first movable performance device 81 is driven by a motor and can move up and down, and this movement in the up and down direction allows it to move to the front of the first image display device 31a (main liquid crystal). In addition to the first movable performance device 81, the gaming machine 1 of this embodiment is provided with a second movable performance device 82 and a third movable performance device 83 as performance devices. In the following explanation, the first movable performance device 81, the second movable performance device, and the third movable performance device 83 may be collectively referred to as "movable performance device 80." The configuration of each movable performance device 80 will be described in detail later using Figure 66.
[0054] The movable performance device 80 may be provided with a liquid crystal display. When the movable performance device 80 is provided with a liquid crystal display device, the liquid crystal display may be provided with at least one of a reserved icon display area and a variable icon display area.
[0055] The first special pattern display device 20 notifies the result (judgment result) of the jackpot lottery (jackpot judgment) which is carried out based on the entry of a game ball into the first starting hole 14 by displaying a first special pattern in a variable manner for a predetermined period of time and then displaying a first special pattern of a type corresponding to the lottery result in a stationary manner, and is composed of multiple lighting components such as LEDs.
[0056] The second special pattern display device 21 notifies the result (judgment result) of the jackpot lottery (jackpot judgment) which is carried out based on the entry of a game ball into the second starting hole 15 by displaying a second special pattern in a variable manner for a predetermined period of time and then displaying a second special pattern of a type corresponding to the lottery result in a stationary manner, and is composed of multiple lighting components such as LEDs.
[0057] The first special symbol display device 20 and / or the second special symbol display device 21 may be configured with a 7-segment LED. For example, they may be configured to display a static "7" when a jackpot is won, and a static "-" when a loss occurs.
[0058] Here, the "jackpot lottery" refers to the process (jackpot determination) of obtaining a random number value for jackpot determination when a game ball enters (enters) the first starting hole 14 or the second starting hole 15, and determining whether the obtained random number value for jackpot determination is a random number value corresponding to a "jackpot."
[0059] In addition, in this embodiment, a "jackpot" refers to the acquisition of the right to play a jackpot game (a special game advantageous to the player) in a jackpot lottery that is held based on the game ball winning (entering) the first starting port 14 or the second starting port 15.
[0060] In the "jackpot game," a round game in which the big prize opening 16 (special electric device) is opened is played a predetermined number of times (for example, 4 times or 10 times) by operating a device continuous operation device for continuously operating the special electric device.
[0061] A predetermined time is set as the maximum opening time of the big prize opening 16 in each round of play (the operation time of the special electric device), and if a predetermined number of game balls (for example, 10 balls) enter (enter) the big prize opening 16 during this time, one round of play ends. In other words, a "jackpot game" is a game in which game balls enter (enter) the big prize opening 16 and the player can win prize balls corresponding to the balls that have entered. Note that in this embodiment, multiple types of jackpot games are provided, which will be described in detail later.
[0062] In addition, even if a game ball enters the first start hole 14 or the second start hole 15 during the display of a changing special pattern or during a jackpot game (special game), if the jackpot lottery cannot be held immediately, the right to the jackpot lottery will be reserved under certain conditions.
[0063] More specifically, up to four pieces of special symbol determination information obtained when a gaming ball wins (enters) first starting hole 14 are stored as first reserves, and up to four pieces of special symbol determination information obtained when a gaming ball wins (enters) second starting hole 15 are stored as second reserves. The number of first reserved special symbols (U1), which is the number of first reserves, and the number of second reserved special symbols (U2), which is the number of second reserves, are displayed on first special symbol reserve indicator 23 and second special symbol reserve indicator 24, respectively.
[0064] The first special symbol reserve indicator 23 of the gaming machine 1 of this embodiment indicates the number of first reserves by the lighting pattern of two LEDs. For example, when the first reserve is "0," the two LEDs of the first special symbol reserve indicator 23 are turned off; when the first reserve is one, the upper (left) LED of the first special symbol reserve indicator 23 is lit; when the first reserve is two, the two LEDs of the first special symbol reserve indicator 23 are lit. When the first reserve is three, the upper (left) LED of the first special symbol reserve indicator 23 flashes and the lower (right) LED is lit; when the first reserve is four, the two LEDs of the first special symbol reserve indicator 23 flash. Similarly, the second special symbol reserve indicator 24 also displays the number of second reserves.
[0065] Also, as shown in Figure 1, the image display device 31 (performance display area 70) is provided with a first reserve number display area 74a that displays the number of first reserves (number of first special pattern reserves), and a second reserve number display area 74b that displays the number of second reserves (number of first special pattern reserves).
[0066] The first hold number display area 74a displays the number of first holds as a number. For example, if the number of first holds is "2," the number "2" is displayed in the first hold number display area 74a. Similarly, the second hold number display area 74b displays the number of second holds as a number.
[0067] In the gaming machine 1 of this embodiment, the first reserved number display area 74a displays a number indicating the number of first reserved balls in "blue," and the second reserved number display area 74b displays a number indicating the number of second reserved balls in "red." In this way, in the gaming machine 1 of this embodiment, the first special symbol reserved number and the second special symbol reserved number are displayed in a manner that is easy for the player to visually recognize and distinguish.
[0068] It should be noted that the gaming machine of the present invention is not limited to this embodiment, and the numbers indicating the first special pattern reserved number (U1) and the numbers indicating the second special pattern reserved number (U2) may be displayed in the same color (for example, white or black), and the area color of the first reserved number display area 74a and the area color of the second reserved number display area 74b may be displayed in different colors (for example, the number colors may be the same but the background colors of the numbers may be different).
[0069] In addition, the normal pattern display device 22, which is provided outside the game area 6 of the game board 2, notifies the result of the winning lottery (winning determination) which is triggered when the game ball passes through the normal pattern gate 13 by displaying a normal pattern in a variable manner for a predetermined period of time and then displaying a normal pattern of the type corresponding to the lottery result in a static manner, and is composed of multiple lighting elements such as LEDs.
[0070] Here, "winning lottery" refers to the process (winning determination) of acquiring a random number value for winning determination when a gaming ball passes through the normal symbol gate 13 and determining whether the acquired random number value for winning determination is a random number value corresponding to a "winning" result.
[0071] In this embodiment, a "win" refers to the player obtaining the right to play an advantageous auxiliary game in a winning lottery that is executed based on the game ball passing through the normal symbol gate 13. In the "auxiliary game," the start movable piece 15b of the second start opening 15 is controlled to be converted into an open state for a predetermined period of time. In other words, the "auxiliary game" is a game in which a game ball enters (wins) the second start opening 15 and the player can obtain prize balls corresponding to the win. In this embodiment, multiple types of auxiliary games are provided, which will be described in detail later.
[0072] Also, similar to the special symbols, when a game ball passes through the normal symbol gate 13 during the variable display of normal symbols or during auxiliary play, if a winning lottery cannot be held immediately, the right to the winning lottery will be reserved under certain conditions.
[0073] More specifically, the normal symbol determination information acquired when the gaming ball passes through the normal symbol gate 13 is stored as the third reservation up to a maximum of four pieces. The number of normal symbol reservations (G), which is the number of third reservations, is displayed on the normal symbol reservation indicator 25 in the same manner as the first special symbol reservation indicator 23 and the second special symbol reservation indicator 24.
[0074] In addition, outside the game area 6 of the game board 2, a round number indicator 26 and a right-hand hit indicator 27 are provided. The round number indicator 26 displays the number of rounds when a jackpot game (described later) is executed by lighting up multiple LEDs. The right-hand hit indicator 27, by lighting up its LEDs, issues a notification urging the player to shoot the game ball toward the right-hand game area during a jackpot game or auxiliary game (described later).
[0075] The glass frame 50 also supports a glass plate 52 that covers the playing area 6 so that it can be seen from the front (player side) of the gaming board 2. The glass plate 52 is removably fixed to the glass frame 50.
[0076] The glass frame 50 is connected to the outer frame 60 at one end in the left-right direction (for example, the left side when facing the gaming machine 1) via a hinge mechanism 51, and is rotatable around the hinge mechanism 51 as a fulcrum in a direction that opens the other end in the left-right direction (for example, the right side when facing the gaming machine 1) from the outer frame 60. The glass frame 50 covers the gaming board 2 together with the glass plate 52, and can be rotated like a door around the hinge mechanism 51 as a fulcrum to open the inner portion of the outer frame 60, including the gaming board 2.
[0077] A locking mechanism is provided on the other left-right end of the glass frame 50 to secure the other end of the glass frame 50 to the outer frame 60. The locking mechanism can be released with a dedicated key. The glass frame 50 is also provided with a door open detection switch 123 (see FIG. 4) that detects whether the glass frame 50 is released from the outer frame 60.
[0078] 3, a main control board 110, a performance control board 130, a payout control board 120, a power supply board 160, an external terminal board 30, etc. are provided on the back surface of the gaming machine 1. Also provided are a power plug 161 for supplying power to the gaming machine 1 and a power switch.
[0079] (Overall block diagram of gaming machine 1) Next, the control means for controlling the progress of the game will be described using the overall block diagram of the gaming machine 1 in Fig. 4. Fig. 4 is an overall block diagram of the gaming machine 1.
[0080] The main control board 110 controls the basic operation (progress) of the game, and inputs various detection signals from the first start port detection switch 14a, etc., to drive the first special pattern display device 20, the large prize port opening / closing solenoid 16c, etc., to control the game.
[0081] The control configuration of this embodiment includes a main control board 110 that comprehensively controls the progress of the game (basic operations), a payout control board 120 that controls the payout of game balls based on receiving payout control commands from the main control board 110, a presentation control board 130 that controls the presentation related to the game based on receiving presentation control commands from the main control board 110, and a power supply board 160 that supplies power to the main control board 110, the payout control board 120, and the presentation control board 130.
[0082] In addition, communication between the main control board 110 and the dispensing control board 120 is configured to allow commands to be sent and received in both directions, and communication between the main control board 110 and the performance control board 130 is configured to allow commands to be sent in only one direction, from the main control board 110 to the performance control board 130.
[0083] The main control board 110 is equipped with at least a main CPU 110a that performs arithmetic processing, a main ROM 110b that stores game control programs and various data and tables required for game control, a main RAM 110c that serves as a work area during arithmetic processing, a main control unit 110m that is a one-chip microcomputer that has these built in, input and output ports for main control (not shown), a RAM clear switch 111a for inputting a signal to clear the contents stored in the main RAM 110c, and an information display 113 for displaying performance information that enables the actual performance of the gaming machine to be grasped. The RAM clear switch 111a is connected to the input port of the main control unit 110m, and the information display 113 is connected to the output port of the main control unit 110m.
[0084] The input ports of the main control board 110 are connected to a payout control board 120, a general prize opening detection switch 12c that detects that a game ball has entered the general prize opening 12a, a general prize opening detection switch 12d that detects that a game ball has entered the general prize opening 12b, a gate detection switch 13a that detects that a game ball has passed through the normal symbol gate 13, a first start opening detection switch 14a that detects that a game ball has entered the first start opening 14, a second start opening detection switch 15a that detects that a game ball has entered the second start opening 15, a special prize opening detection switch 16a that detects that a game ball has entered the special prize opening 16, a magnetic sensor 17 that detects magnetism applied to the gaming machine 1, and an out ball detection switch 11a that detects all game balls fired into the play area of the gaming board 2. Various signals are input to the main control board 110 via the input ports of the main control board 110.
[0085] Also connected to the output port of the main control board 110 are a performance control board 130, a payout control board 120, a start opening / closing solenoid 15c that opens and closes the start movable piece 15b of the second start opening 15, a large prize opening opening / closing solenoid 16c that operates the large prize opening opening / closing door 16b, a first special pattern display device 20 and a second special pattern display device 21 that display special patterns, a normal pattern display device 22 that displays normal patterns, a first special pattern reserved indicator 23 and a second special pattern reserved indicator 24 that display the number of reserved special patterns, a normal pattern reserved indicator 25 that displays the number of reserved normal patterns, a round number indicator 26 that notifies the number of rounds, a right hit indicator 27 that notifies the player to hit the right, and an external terminal board 30 that outputs external information signals.Various signals are output by the output port of this main control board 110.
[0086] Based on input signals from each detection switch and timer, the main CPU 110a reads out the program stored in the main ROM 110b and performs calculations related to the game while using the main RAM 110c as a work area, and also directly controls each device and display, or sends commands to other boards depending on the results of the calculations.
[0087] In addition to the game control program, the main ROM 110b stores a jackpot determination table (see FIG. 5) used in the jackpot lottery, a special symbol determination table (see FIG. 6) for determining the special symbol to be displayed, a game state setting data table (see FIG. 7) for determining the game state after the jackpot ends or when the game transitions to the time-saving game state b, a special electric device operation mode determination table (see FIG. 8) for determining the opening and closing conditions of the jackpot opening / closing door, a jackpot opening mode determination table (see FIG. 9), a special symbol change pattern determination table (see FIGS. 10 to 12) for determining the change pattern of the special symbol, a jackpot lottery pre-determination table (see FIGS. 13 to 15), a win determination table (see FIG. 16) referenced in the win lottery, etc. Note that the above-mentioned tables are merely examples of characteristic tables among the tables in this embodiment, and many other tables and programs (not shown) are provided in the course of the game.
[0088] The main RAM 110c is provided with various memory areas and timer counters such as a special symbol special signal processing data memory area, a normal symbol normal signal processing data memory area, a normal symbol reserved number (G) memory area, a normal symbol reserved memory area, a stop normal symbol data memory area, a first special symbol reserved number (U1) memory area, a second special symbol reserved number (U2) memory area, a first jackpot determination random number value memory area, a second jackpot determination random number value memory area, a round play count (R) memory area, a number of openings (K) memory area, a large prize entry port winning ball counter (C) memory area, a second start port winning ball counter (D), a start opening count counter, a high probability play flag memory area, a time-saving play flag memory area, a high probability play count (X) memory area, a time-saving play count (J) memory area, a game status buffer, a stop special symbol data memory area, a stop normal symbol data memory area, a performance transmission data storage area, a special symbol time counter, a special play timer counter, and an auxiliary play timer counter.
[0089] In addition, the main RAM 110c is provided with a total payout counter, a total out counter, a planned return counter, an out invalidation grace timer, a low probability miss fluctuation count counter, a base memory area, a complete operation flag memory area, a complete operation preparation flag memory area, an MY calculation reference value storage area, an MY value storage area, and an error information memory area for storing information related to various error determinations. Note that the above-mentioned memory areas are merely examples, and many other memory areas and timer counters are also provided.
[0090] The external terminal board 30 is a board for outputting external information signals generated in the main control board 110 and the payout control board 120 to the hall computer of the gaming parlor, etc. The external terminal board 30 is connected to the main control board 110 by wiring, and is provided with a plurality of connectors (terminals) for connecting external information to the hall computer of the gaming parlor, etc.
[0091] The payout control board 120 includes a payout control unit 121 that drives the payout device 95 to control the payout of game balls, and a launch control unit 122 that drives the launch device 4 to control the launch of game balls.
[0092] The payout control unit 121 includes a payout CPU 121a that performs calculation processing, a payout ROM 121b that stores a payout program and the like, a payout RAM 121c that serves as a work area during calculation processing, and input / output ports.
[0093] An input port of the payout control unit 121 is connected to a payout ball detection switch 95a for detecting game balls paid out from the payout device 95, a ball presence detection switch 96a for detecting that game balls are stored in the game ball storage unit 96, a door open detection switch 123, and a tray full detection switch 126. In addition, an output port of the payout control unit 121 is connected to a payout motor 95b for paying out game balls from the payout device 95.
[0094] The payout CPU 121a receives an operating clock from a crystal oscillator, reads out a payout control program stored in the payout ROM 121b, and performs arithmetic processing related to the payout of game balls while using the payout RAM 121c as a work area. This allows it to perform control processing for paying out game balls from the payout device 95 in response to a payout number designation command from the main control board 110, control processing for sending commands based on the results of the arithmetic processing to the main control board 110, etc.
[0095] The firing control unit 122 is equipped with a control circuit and input / output ports (not shown). The touch sensor 3a and firing volume 3b are connected to the input port of the firing control unit 122. The firing solenoid 4a and ball feeding solenoid 4b are connected to the output port of the firing control unit 122.
[0096] The touch sensor 3a is provided inside the operating handle 3 and is composed of a capacitance-type proximity switch that utilizes a change in capacitance caused by a player touching the operating handle 3. When the touch sensor 3a detects that a player has touched the operating handle 3, it outputs a touch signal to the launch control unit 122 to allow the launch solenoid 4a to be energized. The launch control unit 122 is configured so that it will not launch the game ball into the game area 6 unless a touch signal is input from the touch sensor 3a.
[0097] The firing volume 3b is directly connected to the rotating part that rotates the operating handle 3, and is composed of a variable resistor. The firing volume 3b divides a constant voltage (e.g., 5 V) applied to the firing volume 3b using the variable resistor, and supplies the divided voltage to the firing control unit 122 (varies the voltage supplied to the firing control unit 122). The firing control unit 122 energizes the firing solenoid 4a based on the voltage divided by the firing volume 3b, and rotates a firing member (not shown) directly connected to the firing solenoid 4a, thereby firing the game ball into the game area 6.
[0098] The firing solenoid 4a is configured as a rotary solenoid, and a firing member (not shown) is directly connected to the firing solenoid 4a, and the rotation of the firing solenoid 4a rotates the firing member.
[0099] The ball-feeding solenoid 4b is composed of a linear solenoid, and sends out the game balls in the tray 40 one by one toward a shooting member directly connected to the launch solenoid 4a.
[0100] When the launch control unit 122 detects that the player's hand is touching the operating handle 3 by a touch signal input from the touch sensor 3a, it allows current to be passed through the ball feed solenoid 4b and the launch solenoid 4a, and when it detects a change in the rotation angle of the operating handle 3 by a detection signal from the launch volume 3b, it drives the ball feed solenoid 4b and also drives the launch solenoid 4a so that the launch intensity corresponds to the rotation angle of the operating handle 3, thereby launching game balls (99.9 balls / minute). In other words, the launch control unit 122 is configured so as not to launch game balls into the game area 6 unless a touch signal is input from the touch sensor 3a, as a basic premise.
[0101] The performance control board 130 is equipped with a performance control unit 130m that performs overall control of the progress of the performance based on the reception of performance control commands from the main control board 110, an image / audio control unit 140 that performs control processing for image display and audio output based on the reception of performance control commands from the performance control unit 130m, and a lamp control unit 150 that performs control processing for various light-emitting elements (LEDs, etc.) and various driving sources (motors, solenoids, etc.) based on the reception of performance control commands from the performance control unit 130m.
[0102] The performance control unit 130m includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, a sub-RAM 130c that serves as a work area during arithmetic processing, and input / output ports.
[0103] An image / audio control unit 140 and a lamp control unit 150 are connected to the input / output ports of the performance control unit 130m.
[0104] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out the performance control program stored in the sub-ROM 130b, and performs calculations related to the performance while using the sub-RAM 130c as a work area. This allows it to perform control processes such as determining the performance mode of the variable performance, sending performance control commands based on the determination results to the image / audio control unit 140, controlling in response to detection signals from various input devices (detection switches, etc.), and controlling various output devices (lighting devices, motors, etc.).
[0105] The image / audio control unit 140 receives commands from the performance control unit 130m and controls the image display device 31 (first image display device 31a or second image display device 31b) to display a specified image, and controls the audio output device 32 to output a specified audio or sound.
[0106] The image / audio control unit 140 includes a general control unit 141 that comprehensively controls image display and audio output based on reception of a performance control command (e.g., a variable performance pattern instruction command) from the performance control unit 130m, an image control unit 145 (VDP) that controls the image display device 31 based on reception of a display control command (display list) from the general control unit 141, a CGROM 146 in which image data, etc. are stored, an audio control unit 148 (audio LSI) that controls the audio output device 32 based on reception of an audio control command from the general control unit 141, and an audio ROM 149 in which sound data, etc. are stored.
[0107] The overall control unit 141 includes an overall CPU 141a that performs arithmetic processing, an overall ROM 141b that stores an overall control program, and an overall RAM 141c that serves as a work area during arithmetic processing. The overall control unit 141 also includes input / output ports to which an image control unit 145 (VDP) and an audio control unit 148 (audio LSI) are connected.
[0108] The overall CPU 141a receives an operating clock from a crystal oscillator, reads out the overall control program stored in the overall ROM 141b, and performs arithmetic processing related to the performance while using the overall RAM 141c as a work area. This allows it to perform control processing such as generating display control commands (display lists) that instruct the performance images to be displayed on the image display device 31 and sending them to the image control unit 145, and generating audio control commands that instruct the performance sounds to be output from the audio output device 32 and sending them to the audio control unit 148 (audio LSI).
[0109] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.
[0110] The movable effect device 80, the board lighting device 34a, the frame lighting device 34b, the belly button lamp 34c, and the effect button drive motor 35b are connected to the output port of the lamp control unit 150. The effect button detection switch 35a and the lever operation detection switch 36b are connected to the input port of the lamp control unit 150.
[0111] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the lamp control program stored in the lamp ROM 150b, and performs calculations related to the effects while using the lamp RAM 150c as a work area, thereby controlling the movable effect device 80, the board lighting device 34a, the frame lighting device 34b, the belly button lamp 34c, and the effect button drive motor 35b.
[0112] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies this main power supply to the gaming machine 1 (main control board 110, payout control board 120, presentation control board 130, and various electronic components). The power supply board 160 is equipped with a power interruption detection circuit 162 that detects whether the supplied power supply voltage has dropped (a power outage has occurred) and outputs a voltage drop signal to the main control board 110 based on a drop in the power supply voltage (the occurrence of a power outage), and a backup power supply circuit 163 that supplies backup power to the main control board 110 in the event of a power outage (power outage).
[0113] The power supply board 160 also has a power switch operable by a store employee to switch between an ON state, which supplies main power to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components), and an OFF state, which stops the supply of power; when the power switch is turned ON, the supply of main power begins, and operation of the gaming machine 1 begins. Note that even when the power switch is in the OFF state, the supply of backup power to the main control board 110 is maintained.
[0114] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage falls below a predetermined value, outputs a voltage drop detection signal to the main control board 110, and when the power supply voltage exceeds the predetermined value while the voltage drop detection signal is being output, stops outputting the voltage drop detection signal.
[0115] The backup power supply circuit 163 is equipped with a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 110c of the main control board 110. This allows the stored contents of the main RAM 110c to be maintained even during a power outage, and after recovery from the power outage, the game control state can be restored to the state before the power outage.
[0116] Although backup power is not supplied to the dispensing control board 120 and the performance control unit 130m, backup power may be supplied to the dispensing control board 120 and the performance control unit 130m so that the memory contents of the dispensing RAM 121c and the sub-RAM 130c are maintained even in the event of a power outage. Also, backup power may be supplied to only one of the dispensing control board 120 and the performance control unit 130m.
[0117] (Explanation of game status) Next, the game state when the game progresses will be explained. In this embodiment, there are a "low probability game state" and a "high probability game state" as states related to the big win lottery, and there are a "non-time-shortened game state" and a "time-shortened game state" as states related to the start movable piece 15b of the second start opening 15. The states related to the big win lottery (low probability game state, high probability game state) and the states related to the start movable piece 15b (non-time-shortened game state, time-shortened game state) can be related to each other or can be independent. In other words, (1) A "low probability time-saving game state" which is a low probability game state and a time-saving game state, (2) A "low probability non-time-saving game state" which is a low probability game state and a non-time-saving game state; (3) A "high probability time-saving game state" that is a high probability game state and a time-saving game state; (4) It becomes possible to provide a “high probability non-time-saving gaming state” which is a high probability gaming state and a non-time-saving gaming state. In addition, the gaming state when play begins, i.e., the initial gaming state of the gaming machine 1, is set to a "low probability non-time-saving gaming state," and this gaming state will be referred to as the "normal gaming state" in this embodiment.
[0118] In this way, the "time-shortened gaming state" includes a "high-probability time-shortened gaming state" and a "low-probability time-shortened gaming state." Here, in the gaming machine 1 of this embodiment, two types of "time-shortened gaming states" are set: an "a time-shortened gaming state" and a "b time-shortened gaming state."
[0119] "Time-saving game state a" is a time-saving game state that is controlled after the end of a jackpot game (via a jackpot game), which will be described later. Also, "time-saving game state b" is a time-saving game state that is controlled (without going through a jackpot game) when the number of times the variable display of the special symbol for a loss, which is executed after a predetermined condition is met (execution of RAM clear, or clearing the number of variations to 0 based on the end of a normal jackpot game), reaches a predetermined number.
[0120] In the following explanation, the number of times the special symbols for a loss executed in the low probability game state fluctuates may be simply referred to as the "number of times of low probability loss fluctuations." Also, the condition for transitioning to the b time-saving game state, the predetermined number of times of low probability loss fluctuations may be simply referred to as the "prescribed number of times for b time-saving transition."
[0121] In the gaming machine 1 of this embodiment, the b time-saving transition prescribed number of times is "799 times." Also, the number of fluctuations controlled in the b time-saving gaming state is "1100 times" (see FIG. 7(b)).
[0122] In addition to the aforementioned time-saving game state a and time-saving game state b, there is also a "time-saving game state c." The "time-saving game state c" is a game state that is controlled after a predetermined special symbol for a loss (specific loss symbol) stops in the variable display of special symbols. The time-saving game state c can be started by stopping a specific loss symbol during the low-probability non-time-saving game state, the time-saving game state a, and the time-saving game state c.
[0123] Although the time-shortening gaming state c is not set in the gaming machine 1 of this embodiment, the time-shortening gaming state c may be set in the gaming machine of the present invention. Also, although the time-shortening gaming state b is set in the gaming machine 1 of this embodiment, the time-shortening gaming state b may not be set in the gaming machine of the present invention.
[0124] In the following explanation, the "high probability time-shortened game state," "low probability game state," "time-shortened game state a," and "time-shortened game state b" may be collectively referred to simply as the "time-shortened game state."
[0125] In this embodiment, the "low-probability gaming state" refers to a gaming state in which the probability of winning a jackpot is set low, for example, 1 / 300, in a jackpot lottery that is held on the condition that a gaming ball has entered the first starting slot 14 or the second starting slot 15. In contrast, the "high-probability gaming state" refers to a gaming state in which the probability of winning a jackpot is improved compared to the low-probability gaming state, and the probability of winning a jackpot is set high, for example, 1 / 60. Therefore, in the "high-probability gaming state," it is easier to win a jackpot than in the "low-probability gaming state." Note that the change from the low-probability gaming state to the high-probability gaming state occurs after the jackpot game, which will be described later, ends.
[0126] In this embodiment, the "non-time-shortened gaming state" refers to a gaming state in which, in a winning lottery executed based on the passage of a gaming ball through the normal symbol gate 13, the average fluctuation time of the normal symbol corresponding to the lottery result is set longer than in the "time-shortened gaming state," and the opening time of the second start gate 15 when a winning lottery is won is likely to be set shorter. For example, when a gaming ball passes through the normal symbol gate 13, a winning lottery is held and the normal symbol is displayed variably on the normal symbol display device 22, but the normal symbol is displayed stationary, for example, 30 seconds after the display of the variably displayed normal symbol begins. If the lottery result is a winning lottery, the second start gate 15 is controlled to be in an open state for 0.2 seconds after the normal symbol is displayed stationary.
[0127] In contrast, the "time-saving game state" refers to a game state in which, in a winning lottery executed based on the passage of a game ball through the normal symbol gate 13, the average fluctuation time of the normal symbol corresponding to the lottery result is set shorter than in the "non-time-saving game state," and the opening time of the second start port 15 upon winning is set longer than in the "non-time-saving game state," for example, 3 seconds. Furthermore, in the "non-time-saving game state," the probability of winning in the winning lottery is set low, for example, 1 / 16, while in the "time-saving game state," the probability of winning in the winning lottery is set high, for example, 15 / 16. Therefore, in the "time-saving game state," when a game ball passes through the normal symbol gate 13, the second start port 15 is more likely to be controlled to an open state than in the "non-time-saving game state." This allows the player to play the game while reducing the consumption of game balls.
[0128] In this way, in the time-saving game state, it is possible to play with less game ball consumption (high base) than in the non-time-saving game state. In the following explanation, the non-time-saving game state may be referred to as the "low base state," and the time-saving game state may be referred to as the "high base state."
[0129] In addition, the non-time-saving game state may be simply described as "non-electric support state," and the time-saving game state may be simply described as "electric support state."
[0130] In the embodiment, the "time-shortened game state" is set to be more advantageous than the "non-time-shortened game state" in terms of the normal symbol variation time, the opening time of the second start port 15, and the winning probability of the winning lottery. However, the "time-shortened game state" may be set to be more advantageous in terms of only one of the normal symbol variation time, the opening time of the second start port 15, and the winning probability of the winning lottery.
[0131] Next, various tables stored in the main ROM 110b will be described in detail with reference to FIGS.
[0132] (Jackpot lottery jackpot determination table) Figure 5 shows a jackpot determination table. Specifically, Figure 5(a) is a jackpot determination table for a jackpot lottery triggered by a gaming ball entering the first starting hole 14, and Figure 5(b) is a jackpot determination table for a jackpot lottery triggered by a gaming ball entering the second starting hole 15. The jackpot probabilities are the same in the tables of Figure 5(a) and Figure 5(b).
[0133] As shown in FIGS. 5(a) and 5(b), the jackpot determination table associates probability game states, random numbers for jackpot determination, and jackpot determination results.
[0134] The main CPU 110a refers to the jackpot determination table for the jackpot lottery shown in Figures 5(a) and 5(b), and determines whether it is a "jackpot" or a "miss" based on the current probability game state and the acquired random number value for jackpot determination.
[0135] For example, according to the jackpot determination table for the jackpot lottery shown in Figure 5(a), when the game is in a low-probability gaming state, two random numbers for jackpot determination, "7" and "8," are determined to be jackpots. On the other hand, when the game is in a high-probability gaming state, ten random numbers for jackpot determination, from "7" to "16," are determined to be jackpots. Any random number other than those listed above is determined to be a "miss."
[0136] Therefore, since the random number range for determining a jackpot is from 0 to 599, the probability of a jackpot being determined in a low-probability game state is 1 / 300, and the probability of a jackpot being determined in a high-probability game state is five times higher, at 1 / 60.
[0137] (Special pattern determination table) 6A and 6B are diagrams showing special symbol determination tables for determining the type of special symbol that will be stopped and displayed as a result of the varying display. Specifically, Fig. 6A shows the special symbol determination table for a losing win, and Fig. 6B shows the special symbol determination table for a big win.
[0138] As shown in Fig. 6(a), the special symbol determination table for a loss associates the type of special symbol display device, the random number value for determining the special symbol acquired when the gaming ball enters the first start hole 14 or the second start hole 15, and the loss special symbol (special stop symbol data). Note that a plurality of loss special symbols may be associated with the random number value for determining the special symbol so that a plurality of special symbols can be determined even in a loss.
[0139] In addition, as shown in Figure 6(b), the special pattern determination table for a jackpot corresponds to the type of special pattern display device (the type of starting hole into which the game ball entered), the random number value for determining the special pattern obtained when the game ball enters the first starting hole 14 or the second starting hole 15, and the jackpot special pattern (stop special pattern data).
[0140] The main CPU 110a refers to the special symbol determination table shown in FIG. 6, and determines the type of special symbol (special stop symbol data) based on the type of special symbol display device, the random number value for special symbol determination, and the like.
[0141] Then, when the special symbol starts to change, a special symbol designation command is determined as information on the special symbol based on the type of special symbol determined (stop special symbol data). Here, the special symbol designation command is composed of 2 bytes of data per command, and is composed of 1 byte of MODE data to identify the classification of the control command and 1 byte of DATA data indicating the content of the control command to be executed. This also applies to the change pattern designation command etc. described later.
[0142] As will be described later, the type of special symbol (special stop symbol data) determines the game state after the jackpot game ends (see Figure 7) and the type of jackpot game (see Figure 8), so it can be said that the type of special symbol determines the game state after the jackpot game ends and the type of jackpot game. Therefore, in the special symbol column in Figure 6(b), supplementary explanations corresponding to the type of jackpot game are provided.
[0143] (Game status setting data table at the end of a jackpot game) FIG. 7(a) is a game state setting data table at the end of a jackpot game for determining the game state after the end of a jackpot game.
[0144] As shown in Figure 7(a), the game status setting data table at the end of a jackpot game corresponds to the special stop pattern data for the special pattern, the game status buffer, the game status after the jackpot ends, the number of time-saving games (J), and the number of high-probability games (X).
[0145] Here, the "game status buffer" is information indicating the game status at the time of winning the jackpot. The game status is composed of a combination of a time-saving game status (or a non-time-saving game status) and a high-probability game status (or a low-probability game status).
[0146] Specifically, if the game status buffer is "00H," it indicates game status information for a low-probability game state and a non-time-reduction game state, where neither the time-reduction game flag nor the high-probability game flag is set. If the game status buffer is "01H," it indicates game status information for a high-probability game state and a non-time-reduction game state, where the time-reduction game flag is not set but the high-probability game flag is set. If the game status buffer is "02H," it indicates game status information for a low-probability game state and a time-reduction game state, where the time-reduction game flag is set but the high-probability game flag is not set. If the game status buffer is "03H," it indicates game status information for a high-probability game state and a time-reduction game state, where both the time-reduction game flag and the high-probability game flag are set.
[0147] The main CPU 110a refers to the game status setting data table at the end of the jackpot game shown in Figure 7(a), and determines the game status after the end of the jackpot, the number of time-saving games (J), and the number of high-probability games (X) based on the special stop pattern data of the special pattern and the game status buffer.
[0148] A feature of the game state setting data table at the end of a jackpot game shown in Figure 7(a) in this embodiment is that it is configured to determine the time-saving game state (high-probability time-saving game state or low-probability time-saving game state) after all jackpot games have ended.
[0149] In addition, 10,000 times may be set as the number of time-saving games (J) or the number of high-probability games (X), but when the probability of a jackpot is taken into consideration, it is almost impossible for a jackpot game not to be executed before the 10,000th variable display is executed, so 10,000 times can essentially be rephrased as the time until the next jackpot game.
[0150] In this embodiment, if the special pattern stop special data is "special pattern stop data 01 (special pattern 1)", regardless of the game state before the jackpot game is executed, the game will transition to a high probability time-saving game state after the jackpot ends. In addition, if the special symbol stop data is "special symbol stop data 02 (special symbol 2)", regardless of the game state before the jackpot game is executed, the game will transition to a high probability time-saving game state after the jackpot ends. In addition, if the special symbol stop data is "special symbol stop data 03 (special symbol 3)", regardless of the game state before the jackpot game is executed, the game will transition to a low-probability time-saving game state after the jackpot ends. In addition, if the special symbol stop data is "special symbol stop data 04 (special symbol 4)", regardless of the game state before the jackpot game is executed, the game will transition to a high probability time-saving game state after the jackpot ends. In addition, if the special symbol stop data is "special symbol stop data 05 (special symbol 5)", regardless of the game state before the jackpot game is executed, the game will transition to a low-probability time-saving game state after the jackpot ends.
[0151] (Game status setting data table when the specified number of times is reached) Figure 7(b) is a game state setting data table for setting the game state to the b time-saving game state when the number of times the special pattern for a loss has changed reaches a predetermined number of times (the specified number of times for transition to the b time-saving game state) without winning the jackpot during a low probability game state.
[0152] As shown in Figure 7(b), the game state setting data table when the specified number of times is reached corresponds to the number of pattern changes (number of miss changes during low probability), game state data when the specified number of times to transition to time-saving b is reached, which indicates the game state when the specified number of times to transition to time-saving b is reached (799 times), the game state to be controlled after the specified number of times to transition to time-saving b is reached, a time-saving game flag indicating that the game is in a time-saving game state, the number of time-saving game plays (J) indicating the number of times that special pattern changes can be displayed in the time-saving game state, a high-probability game flag indicating that the game is in a high-probability game state, and the number of high-probability game plays (X) indicating the number of times that special pattern changes can be displayed in the high-probability game state.
[0153] 7(b), in the gaming machine 1 of this embodiment, when the variable display of the special symbol for a loss is executed 799 times in a row in the low probability gaming state (when the number of loss fluctuations during low probability reaches 799 times), the gaming state transitions from the non-time-saving gaming state to the time-saving gaming state (time-saving gaming state b). However, the probability gaming state remains in the low probability gaming state and does not transition to the high probability gaming state.
[0154] The count of the number of low probability miss variations starts when the game enters a low probability time-saving game state after a jackpot game is executed (i.e., when the game enters a low probability game state). Also, the gaming machine 1 continues to count the number of low probability miss variations even after transitioning to the b time-saving game state. From another perspective, the count of the number of low probability miss variations is not cleared until a jackpot is won or the RAM is cleared.
[0155] Therefore, after transitioning to the b time-shortened game state, if the number of times the special symbols change in the b time-shortened game state is executed a specified number of times ("1100 times" in this embodiment), the game will not transition to the b time-shortened game state again, and the two time-shortened game states will not overlap. In other words, even if a jackpot is not won in the b time-shortened game state and play in the b time-shortened game state is executed 1100 times (even if the b time-shortened game state is run through), the game will not transition to the b time-shortened game state again.
[0156] In the gaming machine 1 of this embodiment, when controlled to the high-probability gaming state, the number of time-saving spins (J) and the number of high-probability gaming spins (X) are set to "10,000" (effectively until the next jackpot). Therefore, the trigger for transitioning from the high-probability gaming state to the low-probability gaming state is essentially the end of a jackpot (normal jackpot) that transitions to the low-probability time-saving gaming state after the end of a jackpot, such as special symbol 3 (third jackpot) or special symbol 5 (fifth jackpot), and transition to the low-probability time-saving gaming state. In other words, in the gaming machine 1 of this embodiment, the count of the number of low-probability miss fluctuations begins at the start of the low-probability time-saving gaming state. Therefore, when the low-probability time-saving gaming state is switched to the normal gaming state (low-probability non-time-saving gaming state), the count of the number of low-probability miss fluctuations becomes "100" (the number of times the low-probability gaming state has been consumed).
[0157] (Special electric accessory operation mode determination table) 8 is a special electric device operation mode determination table for determining the special prize opening mode table. As will be described later, the special prize opening mode table determines the type of the special prize opening game. Therefore, the special prize opening mode table indicates the type of the special prize opening game. In this embodiment, "table" may be abbreviated as "TBL" as appropriate.
[0158] As shown in FIG. 8, the special electric accessory operation mode determination table associates the special stop symbol data of the special symbol with the big prize opening mode table.
[0159] The main CPU 110a refers to the special electric accessory operation mode determination table shown in FIG. 8, and determines the big prize opening mode table based on the special symbol stop data.
[0160] (Big prize opening table) FIG. 9 is a diagram showing the configuration of the special prize opening opening mode table determined in FIG. 8, and the opening and closing conditions of the special prize opening opening door 16b are determined by the special prize opening opening mode table.
[0161] Specifically, it is a group of tables for determining the opening mode of the jackpot winning slot that are referenced during jackpot play, and is composed of a first jackpot table, a second jackpot table, a third jackpot table, a fourth jackpot table, and a fifth jackpot table.
[0162] The large prize opening mode determination table shown in Figure 9 corresponds to the maximum number of rounds in one large prize game, a specified number indicating the maximum number of prizes that can be won into the large prize game in one round, the opening time from the start of the large prize game until the first round of play is executed, the maximum number of times the large prize game openings in each round of play, the opening time of one large prize game opening in each round of play, the closing time of one large prize game opening in each round of play, the interval time until the next round of play is executed, and the ending time from the end of the last round of play to the end of the large prize game.
[0163] The main CPU 110a executes a first jackpot game based on the first jackpot table, a second jackpot game based on the second jackpot table, a third jackpot game based on the third jackpot table, a fourth jackpot game based on the fourth jackpot table, and a fifth jackpot game based on the fifth jackpot table.
[0164] According to the first jackpot table and the fourth jackpot table shown in Fig. 9, the jackpot opening / closing door 16b is operated to open the jackpot 16 on the right side of the game area 6 for a maximum of 29 seconds per round, and a round game can be played for 10 rounds (10 times). However, if a specified number (10) of game balls enter the jackpot 16 before the opening time reaches 29 seconds, one round of game ends. Then, when the 10-round game ends, the jackpot game ends.
[0165] According to the second jackpot table, third jackpot table, and fifth jackpot table shown in Fig. 9, the jackpot opening / closing door 16b can be operated to open the jackpot opening 16 on the right side of the game area 6 for up to 29 seconds per round, and a round game can be played for four rounds (four times). However, if a specified number (10) of game balls enter the jackpot opening 16 before the opening time reaches 29 seconds, one round of game ends. Then, when the four-round game ends, the jackpot game ends.
[0166] (Special chart variation pattern determination table) 10 to 12 are diagrams showing special symbol variation pattern determination tables for determining the variation pattern (variation time, etc.) of special symbols. Note that Fig. 10 shows the special symbol variation pattern determination table for the first special symbol display device, Fig. 11 shows the special symbol variation pattern determination table for the second special symbol display device in the time-saving game state a, and Fig. 12 shows the special symbol variation pattern determination table for the second special symbol display device in the time-saving game state b.
[0167] As shown in Figures 10 to 12, the special symbol variation pattern determination table associates the jackpot determination result, the special symbol (stop special symbol data), the random number value for reach determination, the reserved number of special symbols (U1 or U2), the random number value for special symbol variation, the variation pattern of the special symbol, and the variation time of the special symbol.
[0168] Therefore, the "special symbol variation pattern" can be said to determine at least the result of determining a jackpot and the variation time of the special symbol. Also, since the game is configured to always reach a jackpot when a jackpot occurs, the random number value for reach determination is not referenced when a jackpot occurs. The random number value for reach determination is set to a random number range of 100 (0 to 99), and the random number value for special symbol variation is also set to a random number range of 100 (0 to 99).
[0169] 10 to 12, the special symbol variation pattern determination table is configured so that the average variation time of the special symbol becomes shorter as the reserved number of special symbols (U1 or U2) increases. For example, in the special symbol variation pattern determination table of the first special symbol display device, the variation time (4 seconds) of variation pattern 2 (shortened variation) when the reserved number is "2" or "3" is set to be shorter than the variation time (8 seconds) of variation pattern 1 (normal variation) when the reserved number is "0" or "1". Note that although the maximum number of balls, "4", may be stored as the reserved number of special symbols, the variation pattern of the special symbol is determined after subtracting 1 from the reserved number of special symbols, so "4" is not referenced as the reserved number.
[0170] The main CPU 110a refers to the special symbol variation pattern determination table shown in Figures 10 to 12, and determines the variation pattern of the special symbol and the variation time of the special symbol based on the special symbol display device (type of starting hole), the result of the jackpot lottery, the special symbol to be stopped, the number of special symbols reserved (U1 or U2), the random number value for reach determination, and the random number value for special symbol variation.
[0171] Then, based on the determined variation pattern of the special symbol, a variation pattern designation command of the special symbol is generated, and information on the variation pattern of the special symbol is transmitted to the performance control board 130.
[0172] Here, the special symbol variation pattern designation command is composed of one byte of MODE data for identifying the classification of the command and one byte of DATA data indicating the content (function) of the command. In this embodiment, when the MODE data is "E6H", it indicates a special symbol variation pattern designation command of the first special symbol display device 20 corresponding to the game ball entering the first starting hole 14, and when the MODE data is "E7H", it indicates a special symbol variation pattern designation command of the second special symbol display device 21 corresponding to the game ball entering the second starting hole 15.
[0173] In addition, in the performance control board 130, as will be described later, the performance contents of the performance pattern 38 and the like are determined based on the variation pattern of the special pattern (variation pattern designation command). In the rightmost column of the special pattern variation pattern determination table shown in Figures 10 to 12, the performance contents of the performance pattern 38 and the like are described for reference.
[0174] Here, the performance contents of "normal variation," "shortened variation," and "high-speed variation" mean that multiple performance patterns 38 vary independently at high speed and stop without reaching a reach, and normal variation and shortened variation differ in that shortened variation ends in a shorter variation time than normal variation.
[0175] Furthermore, "reach" refers to a variation mode that gives the player a sense of anticipation of a jackpot, such as when some of the combinations of effect symbols 38 that indicate a jackpot temporarily stop and other effect symbols 38 change. For example, when the three-digit combination of effect symbols 38, "777," is set as the combination of effect symbols 38 that indicates a jackpot, this refers to a mode in which two effect symbols 38 temporarily stop at "7" and the remaining effect symbols 38 change. Note that "temporary stop" refers to a mode in which the effect symbols 38 slightly sway or change slightly, giving the player the impression that the effect symbols 38 are stopped.
[0176] Furthermore, "normal reach" refers to a reach where two effect symbols 38 temporarily stop and the remaining effect symbol 38 fluctuates, resulting in a low expectation of a jackpot game (hereinafter referred to as "jackpot expectation"). Note that in this embodiment, a "normal reach" does not result in a jackpot, but a "normal reach" may be configured to result in a jackpot. In addition, "SP reach" refers to a super reach that has a higher chance of winning than a normal reach. For example, it refers to a mode in which the non-temporarily stopped effect symbols 38 undergo a special change or a special character is displayed. Also, "SPSP Reach" refers to a special reach that has a higher chance of winning than a super reach. Furthermore, "revival" means that an effect is performed in which the reach state is changed to a miss state, and then a revival effect is performed in which the state reverses and a jackpot is announced; in this embodiment, this means a reach that is executed only when the jackpot lottery is won. In addition, "full rotation reach" means a state in which a combination of multiple performance symbols 38 that indicate a jackpot fluctuates slowly when all of them are in line, and in this embodiment, it means a reach that is executed only when a jackpot is won in the jackpot lottery.
[0177] (Pre-judging table for jackpot lottery) Figures 13 to 15 are diagrams showing pre-determination tables for determining the results of a jackpot lottery in advance. Fig. 13 shows the pre-determination table for the first special symbol display device, Fig. 14(a) shows the pre-determination table for the second special symbol display device in a high-probability game state during the time-shortened game state a, Fig. 14(b) shows the pre-determination table for the second special symbol display device in a low-probability game state during the time-shortened game state a, and Fig. 15 shows the pre-determination table for the second special symbol display device in the time-shortened game state b.
[0178] As shown in FIGS. 13 to 15, in the preliminary determination table, random number values for determining a big win, random number values for determining a special symbol, random number values for reaching a win determination, random number values for special symbol variation, and expected variation patterns are associated with each other.
[0179] Here, the random number value for determining a jackpot obtained when the game ball enters the starting hole can determine in advance whether it is a "jackpot" or a "miss," and the random number value for determining a special symbol can determine in advance the type of special symbol (special jackpot symbol, special miss symbol). Furthermore, the random number value for determining reach and the random number value for special symbol fluctuation can determine in advance the expected variation pattern (the content of the presentation, such as whether or not reach will occur and the type of reach), so it is possible to include the type of jackpot and the expected variation pattern in the starting hole entry designation command.
[0180] The main CPU 110a refers to the preliminary determination table shown in Figures 13 to 15, and determines a planned variation pattern based on the special symbol display device (type of starting hole), the random number value for determining a big win, the random number value for determining a special symbol, the random number value for determining a reach, and the random number value for a special symbol variation. Then, a starting hole winning designation command according to the determined planned variation pattern is generated.
[0181] This start port winning designation command is composed of one byte of MODE data for identifying the classification of the command and one byte of DATA data indicating the content (function) of the command. In this embodiment, when the MODE data is "E8H", it indicates a start port winning designation command corresponding to the game ball winning in the first start port 14, and when the MODE data is "E9H", it indicates a start port winning designation command corresponding to the game ball winning in the second start port 15.
[0182] In this way, the start port winning designation command includes information regarding the type of start port where the winning occurred (first start port 14 or second start port 15). Also, as described above, the start port winning designation command includes information regarding the expected fluctuation pattern (expected fluctuation pattern) and information regarding the type of jackpot. Furthermore, the start port winning designation command includes information regarding the current game state (whether it is a non-time-saving game state or a time-saving game state, a low-probability game state or a high-probability game state).
[0183] The advance determination tables shown in Figures 13 to 15 are similar to the special symbol variation pattern determination tables shown in Figures 10 to 12. However, they differ in that the advance determination tables shown in Figures 13 to 15 are used when the game ball enters the starting hole, whereas the special symbol variation pattern determination tables shown in Figures 10 to 12 are used when the special symbol variation starts. In addition, they differ in whether or not they refer to the "reserved number."
[0184] For this reason, in the pre-determination tables shown in Figures 13 to 15, it is possible to distinguish between the types of jackpots and reaches, but it is not possible to distinguish between "normal fluctuation" and "shortened fluctuation" (or "normal fluctuation" and "high-speed fluctuation") (see "planned fluctuation pattern" shown in Figures 13 to 15).
[0185] 13 is a pre-determination table for the jackpot lottery referred to in a low-probability game state, but a pre-determination table for the jackpot lottery referred to in a high-probability game state (not shown) is also stored in the main ROM 110b. The pre-determination table for the jackpot lottery referred to in a high-probability game state is configured in the same way as the pre-determination tables shown in FIGS. 13 to 15, but the value of the random number for jackpot determination used to determine in advance whether it is a "jackpot" or a "loss" is different.
[0186] Figure 16 is a diagram showing a table relating to the normal symbols and the starting movable piece 15b of the second starting port 15. Specifically, Figure 16(a) is a diagram showing a winning determination table for the winning lottery, and Figure 16(b) is a diagram showing a normal symbol determination table for determining the type of normal symbol to be stopped and displayed as a result of the variable display. Also, Figure 16(c) is a normal symbol variation pattern determination table for determining the variation time of the normal symbol, and Figure 16(d) is a diagram showing a starting port opening mode determination table for determining the opening mode of the starting movable piece 15b when the winning lottery is won.
[0187] (Winning lottery table) As shown in FIG. 16(a), in the win determination table, the presence or absence of a time-shortened gaming state, a random number value for win determination, and a win determination result are associated with each other.
[0188] The main CPU 110a refers to the win determination table shown in FIG. 16(a) and determines whether a win is a "win" or a "loss" based on the current time-shortened gaming state and the acquired win determination random number value. For example, according to the win determination table shown in FIG. 16(a), when the game is in a non-time-shortened gaming state, a single specific win determination random number value of "0" is determined to be a win. On the other hand, when the game is in a time-shortened gaming state, 15 win determination random number values from "0" to "14" are determined to be wins. Note that if the random number value is any other than the above, it is determined to be a "loss." Therefore, since the random number range of the win determination random number value is 0 to 15, the probability of a win being determined in a non-time-shortened gaming state is 1 / 16, and the probability of a win being determined in a time-shortened gaming state is 15 / 16.
[0189] (Normal pattern determination table) As shown in FIG. 16(b), the normal symbol determination table associates the presence or absence of a time-saving game state, a winning determination result, a random number value for determining a normal symbol, and a normal symbol (stop normal symbol data).
[0190] The main CPU 110a refers to the normal symbol determination table shown in Figure 16(b) and determines the normal symbol (stop normal symbol data) to be displayed based on the current time-saving game state, the win determination result, and the acquired random number value for determining the normal symbol.
[0191] Then, when the normal pattern starts to change, the main CPU 110a will determine a normal pattern designation command as information about the normal pattern based on the determined type of normal pattern (stop normal pattern data), and will send the determined normal pattern designation command to the performance control board 130.
[0192] Here, as shown in Figure 16(d), the opening mode of the starting movable piece 15b is determined by the normal pattern (stop normal pattern data), so it can be said that the type of normal pattern determines the opening mode of the starting movable piece 15b.
[0193] (Normal map fluctuation pattern determination table) FIG. 16(c) is a diagram showing a normal symbol fluctuation pattern determination table for determining the normal symbol fluctuation pattern (such as fluctuation time) as will be described later.
[0194] As shown in Figure 16(c), the normal symbol variation pattern determination table associates the presence or absence of a time-saving game state, the result of the winning lottery, the random number value for normal symbol variation, and the variation time of the normal symbol.
[0195] The main CPU 110a refers to the normal symbol variation pattern determination table shown in Figure 16(c) and determines the normal symbol variation time based on the current time-saving game state, the win determination result, and the acquired normal symbol variation random number value.
[0196] Then, when the normal symbol starts to change, the main CPU 110a determines a normal symbol change designation command as information on the normal symbol change time based on the determined normal symbol change time, and transmits the determined normal symbol change designation command to the performance control board 130.
[0197] A feature of the normal game fluctuation pattern determination table shown in Figure 16(c) is that the fluctuation time of the time-shortened game state (3 seconds or 5 seconds) is configured to be shorter than the fluctuation time of the non-time-shortened game state (30 seconds or 40 seconds).
[0198] (Starting port opening mode determination table for starting movable piece) As shown in Figure 16(d), the start port opening mode determination table corresponds the stop normal pattern data (normal pattern), the maximum number of times the start movable piece 15b can be opened, the opening time of the auxiliary game, the opening time of the second start port 15, the interval time, and the ending time of the auxiliary game.
[0199] The main CPU 110a refers to the start port opening mode determination table shown in FIG. 16(d) and determines the maximum number of openings of the start movable piece 15b, the opening time, the opening time, the interval time, and the ending time based on the stop normal data.
[0200] In this embodiment, in the start port opening mode determination table shown in Figure 16(d), the start port opening mode based on stop general map data = 02 is a more advantageous opening mode than the start port opening mode based on stop general map data = 01, and the start port opening mode based on stop general map data = 03 is a more advantageous opening mode than the start port opening mode based on stop general map data = 02.
[0201] As shown in the normal symbol determination table in Figure 16(b), when a win occurs in the time-saving game state, the stop normal symbol data = 03, which is the most advantageous opening mode, is selected. As a result, in the time-saving game state, the starting movable piece 15b operates more advantageously to the player than in the non-time-saving game state.
[0202] (Various storage areas) Fig. 17 is a diagram showing various storage areas set in the main RAM 110c. Specifically, Fig. 17(a) is a diagram showing a special symbol determination information storage area in which special symbol determination information (random number value for determining a big win, random number value for determining a special symbol, random number value for determining a reach, random number value for special symbol variation) obtained when a gaming ball enters the first starting gate 14 or the second starting gate 15 is stored, Fig. 17(b) is a diagram showing the configuration of each storage unit of the special symbol determination information storage area, Fig. 17(c) is a normal symbol determination information storage area in which normal symbol determination information (random number value for determining a win, random number value for determining a normal symbol, random number value for normal symbol variation) obtained when a gaming ball passes through the normal symbol gate 13 is stored, and Fig. 17(d) is a diagram showing the configuration of each storage unit of the normal symbol determination information storage area.
[0203] As shown in Figure 17(a), the special symbol determination information memory area is composed of a first special symbol determination information holding memory area in which special symbol determination information obtained based on the entry of a game ball into the first starting port 14 is stored, a second special symbol determination information holding memory area in which special symbol determination information obtained based on the entry of a game ball into the second starting port 15 is stored, and a special symbol execution memory area in which special symbol determination information while variable display is being executed is stored, and the first special symbol determination information holding memory area and the second special symbol determination information holding memory area are each divided into the first memory section to the fourth memory section.
[0204] In addition, the number of undetermined special pattern determination information stored in the first memory section to the fourth memory section of the first special pattern determination information holding memory area becomes the first special pattern reserved number (U1), and the number of reserved icons corresponding to these undetermined special pattern determination information are displayed in the first reserved icon display area 72a, the number of undetermined special pattern determination information stored in the second special pattern determination information holding memory area becomes the second special pattern reserved number (U2), and the number of reserved icons corresponding to these undetermined special pattern determination information are displayed in the second reserved icon display area 72b, and the variable icon corresponding to the special pattern determination information that is currently executing the variable display (variable performance) stored in the special pattern execution memory area is displayed in the variable icon display area 73.
[0205] In addition, the number of undetermined special pattern determination information stored in the first memory section to the fourth memory section of the first special pattern determination information holding memory area is displayed as a number in the first holding number display area 74a provided in the image display device 31, and the number of undetermined special pattern determination information stored in the second special pattern determination information holding memory area is displayed as a number in the second holding number display area 74b provided in the image display device 31.
[0206] As shown in Figure 17(b), each memory unit is divided into a random number value storage area for determining a jackpot for storing random number values for determining a jackpot, a random number value storage area for determining a special symbol for storing random number values for determining a special symbol, a random number value storage area for determining a reach for a chance ...
[0207] Then, when a gaming ball enters the first starting hole 14 and special symbol determination information is acquired, the acquired special symbol determination information is stored in the smallest numbered storage section in which special symbol determination information is not stored among the first to fourth storage sections of the first special symbol determination information reserve storage area. Also, when a gaming ball enters the second starting hole 15 and special symbol determination information is acquired, the acquired special symbol determination information is stored in the smallest numbered storage section in which special symbol determination information is not stored among the first to fourth storage sections of the second special symbol determination information reserve storage area.
[0208] When the start condition for the variable display of the first special pattern is met, the special pattern determination information stored in the first memory of the first special pattern determination information holding memory area is shifted and referenced in the special pattern execution memory area to execute the variable display of the first special pattern. Also, when the start condition for the variable display of the second special pattern is met, the special pattern determination information stored in the first memory of the second special pattern determination information holding memory area is shifted and referenced to execute the variable display of the second special pattern.
[0209] As shown in Figure 17 (c), the normal symbol determination information storage area is composed of a normal symbol determination information reserve storage area in which normal symbol determination information acquired based on the passage of the game ball through the normal symbol gate 13 is stored, and a normal symbol execution storage area in which normal symbol determination information during variable display execution is stored, and the normal symbol determination information reserve storage area is divided into a first storage unit to a fourth storage unit. The number of undetermined normal symbol determination information stored in the first storage unit to the fourth storage unit of the normal symbol determination information reserve storage area is the normal symbol reserve number (G).
[0210] As shown in Figure 17 (d), each memory unit is divided into a random number value memory area for hit determination for storing a random number value for hit determination, a random number value memory area for normal symbol determination for storing a random number value for normal symbol determination, and a random number value memory area for normal symbol variation for storing a random number value for normal symbol variation. Then, when a game ball passes through the normal symbol gate 13 and normal symbol determination information is acquired, the acquired normal symbol determination information is stored in the smallest numbered memory unit among the first to fourth memory units of the normal symbol determination information reserve memory area in which normal symbol determination information is not stored.
[0211] When the conditions for starting the display of changes in the normal pattern are met, the normal pattern judgment information stored in the first memory section of the normal pattern judgment information holding memory area is shifted and referenced in order to execute the display of changes in the normal pattern.
[0212] Next, the progress of the game on the gaming machine 1 will be described using a flowchart.
[0213] (Main processing of the main control board) The main processing of the main control board 110 will be described with reference to Fig. 18. Fig. 18 is a flowchart showing the main processing of the main control board 110.
[0214] When power is supplied from the power supply board 160, a system reset occurs in the main CPU 110a, and the main CPU 110a performs the following main processing.
[0215] First, the main CPU 110a performs an initialization process made up of steps S1 to S 14. Specifically, in step S1, the main CPU 110a permits access to the main RAM 110c.
[0216] In step S2, the main CPU 110a determines whether a backup flag indicating that power has been restored is set in the main RAM 110c. If the backup flag is set, the process proceeds to step S3, and if the backup flag is not set, the process proceeds to step S11.
[0217] In step S3, the main CPU 110a calculates a checksum of the main RAM 110c, and in step S4, compares the newly calculated checksum with the checksum stored in the main RAM 110c at the time of the previous power outage to determine whether the checksum is normal. If the checksum is normal, the process proceeds to step S5. If the checksum is not normal, it is determined that there is an abnormality in the data stored in the main RAM 110c (the control state before the power outage cannot be restored normally), and the process proceeds to step S11.
[0218] In step S5, the main CPU 110a determines whether the RAM clear switch 111a is ON. If the RAM clear switch 111a is not ON, the process proceeds to step S6 to perform processing upon power recovery, and if the RAM clear switch 111a is ON, the process proceeds to step S12 to perform RAM clear processing.
[0219] In step S6, the main CPU 110a clears the backup flag and checksum stored in the main RAM 110c and sets the RAM for when power is restored. By performing this process, the game progress state (control state) returns (restores) to the state before the power was cut off, making it possible to resume the game from the state before the power was cut off.
[0220] In step S6, the main CPU 110a clears the MY value and the MY calculation reference value, which will be described later. That is, the MY value and the MY calculation reference value, which will be described later, are cleared when the power is restored (the counter value becomes "0" when the power is restored).
[0221] In step S7, the main CPU 110a performs initial settings for devices around the CPU. Specifically, it sets output settings for the performance control board 130, settings for the CTC (Counter Timer Circuit) to be used, and the interrupt timer (4 milliseconds) of the CTC to be used.
[0222] In step S8, the main CPU 110a sets a power restoration command indicating that the game control state has been restored and the game state before the power outage occurred in the performance transmission data storage area of the main RAM 110c, and proceeds to step S9. As a result, the power restoration command is sent to the performance control board 130, and the performance control board 130 performs processing to execute the power restoration notification.
[0223] The power restoration notification means displaying a power restoration notification screen on the image display device 31 indicating that power has been restored, or outputting a power restoration notification sound (power restoration system sound) from the audio output device 32 indicating that power has been restored.
[0224] In addition, the power restoration designation command may not include information indicating the current game status, and a game status designation command indicating the current game status may be sent before or after sending the power restoration designation command.
[0225] In step S9, the main CPU 110a sets a special symbol storage designation command indicating the first special symbol reservation number (U1) and the second special symbol reservation number (U2) in the performance transmission data storage area of the main RAM 110c. This causes the special symbol storage designation command to be sent to the performance control board 130, and the performance control board 130 can grasp the number of special symbol reservations.
[0226] In step S10, the main CPU 110a sets a normal symbol storage designation command indicating the number of reserved normal symbols (G) in the performance transmission data storage area of the main RAM 110c. This causes the normal symbol storage designation command to be sent to the performance control board 130, making it possible for the performance control board 130 to grasp the number of stored normal symbols.
[0227] In step S11, the main CPU 110a clears all areas of the main RAM 110c (including the MY value and MY calculation reference value, which will be described later), sets the RAM at power-on, and moves the process to step S13.
[0228] In step S12, the main CPU 110a clears the used area of the main RAM 110c, sets the RAM for power-on, and moves to step S13. By performing this process, the game progress state (control state) is reset to the initial state (initialized).
[0229] If the complete operation flag or the complete operation preparation flag described later are set, these flags are cleared in this process. That is, if the complete operation flag or the complete operation preparation flag are set, these flags are cleared by executing RAM clear. In addition, the MY value and the MY calculation reference value described later are also cleared in this process.
[0230] In the following explanation, power-on with the RAM clear switch 111a turned on (accompanied by operation of the RAM clear switch 111a) may be referred to as a "RAM clear operation." Power-on without operation of the RAM clear switch 111a may be referred to as a "power restoration operation."
[0231] In step S13, the main CPU 110a performs initial settings for devices around the CPU. Specifically, it sets output settings for the performance control board 130, settings for the CTC (Counter Timer Circuit) to be used, and the interrupt timer (4 milliseconds) of the CTC to be used.
[0232] In step S14, the main CPU 110a sets a RAM clear command indicating that the game control state has been initialized (RAM cleared) in the performance transmission data storage area of the main RAM 110c, and proceeds to step S15. As a result, the RAM clear command is sent to the performance control board 130, and the performance control board 130 performs processing to execute a RAM clear notification.
[0233] The RAM clear notification means displaying an notification image on the image display device 31 indicating that a RAM clear has been performed, or outputting a RAM clear notification sound (RAM clear system sound) from the audio output device 32 indicating that a RAM clear has been performed (that the main RAM 110c has been initialized).
[0234] In step S15, the main CPU 110a performs a process of updating the random number value for reach determination and the random number value for special pattern variation, which are used to determine the variation pattern (variation time) of the special pattern, and in step S16, updates the initial random number value for jackpot determination, the initial random number value for special pattern determination, the initial random number value for hit determination, and the initial random number value for normal pattern determination.
[0235] In step S17, the main CPU 110a determines whether a power interruption has occurred. Specifically, it determines whether a power interruption detection signal has been input from a power interruption detection circuit provided on the power supply board 160. If a power interruption has occurred, the process proceeds to step S18, and if a power interruption has not occurred, the process proceeds to step S15 so as to loop.
[0236] In step S18, the main CPU 110a prohibits timer interrupts, in step S19, clears the output port, in step S20, calculates the checksum of the main RAM 110c and sets it in a predetermined area of the main RAM 110c, in step S21, sets a backup flag to be referenced when recovering from a power outage in a predetermined area of the main RAM 110c, and in step S22, prohibits access to the main RAM 110c and waits until the supply of power voltage is completely cut off.
[0237] When a power outage occurs and when the power is turned on, the checksums of all used areas of the main RAM 110c are calculated and compared, but it is also possible to calculate and compare the checksums of all areas, including unused areas.
[0238] (Timer interrupt processing on the main control board) The timer interrupt process of the main control board 110 will be described with reference to Fig. 19. Fig. 19 is a flowchart showing the timer interrupt process in the main control board 110.
[0239] A reset clock pulse generating circuit provided on the main control board 110 generates a clock pulse at predetermined intervals (4 milliseconds), thereby executing the timer interrupt process described below.
[0240] First, in step S100, the main CPU 110a saves information stored in the registers of the main CPU 110a in a stack area.
[0241] The main CPU 110a performs time control processing in step S110. Specifically, it performs processing to update (subtract 1) various timer counters such as a special symbol time counter update processing, a special game timer counter update processing for the opening time of a special electric role device, etc., a normal symbol time counter update processing, and an opening / closing time update processing of the starting movable piece 15b.
[0242] In step S120, the main CPU 110a performs a random number update process. Specifically, it performs a process of updating the random number value for determining a jackpot, the random number value for determining a special symbol, the random number value for determining a win, the random number value for determining a normal symbol, and the random number value for normal symbol variation. More specifically, it increments each random number value and the random number counter by 1. Note that if the incremented random number counter exceeds the maximum value of the random number range (if the random number counter has gone around once), the random number counter is reset to 0, and each random number value is updated from the initial random number value at that time.
[0243] In step S130, the main CPU 110a performs an initial random number value update process. Specifically, the main CPU 110a performs a process of updating (adding 1) the initial random number value for determining a big win, the initial random number value for determining a special symbol, the initial random number value for determining a win, and the initial random number value for determining a normal symbol.
[0244] The main CPU 110a performs input control processing in step S200. Specifically, it determines whether or not there has been input to various switches, including the general prize opening detection switch 12c, the general prize opening detection switch 12d, the special prize opening detection switch 16a, the first start opening detection switch 14a, the second start opening detection switch 15a, the gate detection switch 13a, and the out ball detection switch 11a, and if there has been input, it performs processing to set predetermined data. This will be described in more detail later using Figure 20.
[0245] In step S300, the main CPU 110a performs a special symbol special power control process. Specifically, the process controls the big win lottery, the variable display of the special symbol, the opening and closing of the big prize opening 16, the change of the game state, etc. Details will be described later with reference to FIG. 27.
[0246] In step S400, the main CPU 110a performs a normal symbol and normal power control process. Specifically, the main CPU 110a performs a process for controlling the winning lottery, the variable display of the normal symbol, the opening and closing of the starting movable piece 15b, etc. This will be described in detail later with reference to FIG.
[0247] In step S500, the main CPU 110a performs a payout control process. Specifically, it references each prize ball counter, generates a payout number designation command corresponding to each winning port, and sets the command in the transmission buffer of the main RAM 110c. As a result, the payout number designation command is sent to the payout control board 120, and a process is performed to pay out the number of game balls corresponding to the payout number designation command from the payout device.
[0248] The main CPU 110a performs error determination processing in step S600. Specifically, the main CPU 110a determines whether various errors have occurred (such as an abnormal winning error when a winning port detection switch, such as the large winning port detection switch 16a, detects more than a predetermined number of game balls within a predetermined time period, a magnetic detection error when the magnetic sensor 17 detects abnormal magnetism for a predetermined period of time, an impact detection error when an impact detection sensor (not shown) detects an impact, a radio wave detection error when a radio wave sensor (not shown) detects radio waves, a discharge error when the difference between the number of game balls passing through the winning port switch and the number of game balls passing through the frame count switch (a switch that counts the number of game balls that have entered the winning port) is more than a predetermined number, a door open error when the door open detection switch 123 changes from an OFF state to an ON state, and a switch unconnection error when a switch unconnection state is detected), and performs processing to transmit an error designation command corresponding to the error that has occurred to the performance control board 130. This causes the performance control board 130 to execute processing to notify the error.
[0249] In step S700, the main CPU 110a performs a game progress data creation process. Specifically, the main CPU 110a performs a process of creating output data related to game progress, such as an external information signal output from the external terminal board 30, drive data for the start opening / closing solenoid 15c, drive data for the large prize opening / closing solenoid 16c, display data for the first special symbol display device 20, display data for the second special symbol display device 21, display data for the normal symbol display device 22, display data for the first special symbol reserve indicator 23, display data for the second special symbol reserve indicator 24, display data for the normal symbol reserve indicator 25, etc.
[0250] The main CPU 110a performs a game ball counting process in step S710. Specifically, the main CPU 110a performs a process for counting game performance information such as the normal payout number, which is the number of prize balls paid out based on the entry of game balls into various winning ports (mainly the first start port 14 and the general winning port 12a) during the low-probability non-time-shortened game state, the normal out number, which is the number of game balls detected by the out ball detection switch 11a during the low-probability non-time-shortened game state, the total payout number, which is the number of prize balls paid out based on the entry of game balls into each winning port (the general winning port 12a, the general winning port 12b, and the special winning port 16) and each starting port (the first start port 14, the second starting port 15) regardless of the game state, and the total out number, which is the number of game balls detected by the out ball detection switch 11a regardless of the game state.
[0251] It should be noted that "prize balls" refer to game balls that have been given to a player, regardless of whether or not payout from the gaming machine 1 has been completed (whether or not actual payout of game balls has been completed). Also, the "number of payouts" is a concept that includes not only the number of game balls that have been actually paid out, but also the number of game balls stored in the payout counter of the gaming machine 1 (the number of game balls that have not yet been actually paid out).
[0252] Here, in the gaming machine 1 of this embodiment, the total payout number is counted as the "planned number of prize balls" rather than the "actual payout number." To explain in more detail, when the gaming machine 1 detects the entry of a gaming ball into each winning slot or starting slot (general winning slot 12a, general winning slot 12b, first starting slot 14, second starting slot 15, and special winning slot 16), it calculates the number of prize balls to be paid out (planned number of prize balls) based on the value of the prize ball counter corresponding to each winning slot or starting slot and the corresponding number of prize balls. The total payout number is counted by adding the planned number of prize balls to the total payout number counter. That is, the gaming machine 1 counts the total payout number based on the value of the prize ball counter (planned number of prize balls) rather than the number of gaming balls paid out from the payout device (actual payout number). The total payout number may also be counted based on the "actual payout number" rather than the "planned number of prize balls."
[0253] In addition, in the gaming machine 1 of this embodiment, the number of payouts during normal play is counted based on the "planned number of prize balls" rather than the "actual number of payouts," as in the counting of the total number of payouts. Note that the number of payouts during normal play may be counted based on the "actual number of payouts" rather than the "planned number of prize balls."
[0254] In the gaming machine 1 of this embodiment, the setting value is set to only one level, but even in a gaming machine with multiple setting values, the number of payouts during normal play and the number of outs during normal play are game performance information that is not affected by changing the setting value (independent of the setting value). Therefore, by counting these, it is possible to calculate performance information that eliminates the influence of the setting value, which can be used to understand the performance of the gaming machine 1.
[0255] The main CPU 110a performs a normal base value calculation process in step S720. Specifically, the main CPU 110a calculates a normal base value ((normal payout number ÷ normal out number) × 100) in the current game section divided by the total out number, and performs a process of saving the normal base value rounded to one decimal place in the first area of the base memory area set in the memory area of the main RAM 110c.
[0256] As will be explained later, the game zone is updated every time the total number of outs reaches 60,000. The base memory area is divided into a first area, a second area, a third area, and a fourth area. The first area stores the normal base value for the current game zone, the second area stores the normal base value for the previous game zone, the third area stores the normal base value for the previous game zone, and the fourth area stores the normal base value for the previous game zone. In this way, the normal base values for the four game zones, including the current one, are saved in the respective areas.
[0257] In step S730, the main CPU 110a performs a performance display data setting process. Specifically, the main CPU 110a performs a process of setting performance display data for displaying on the information display 113 the normal base values for the four game sections calculated in step S720 and saved in the base memory area while switching them every five seconds. The manner in which the performance display data is displayed on the information display 113 will be described later with reference to FIG. 40.
[0258] In step S740, the main CPU 110a performs MY value monitoring processing. Specifically, the main CPU 110a calculates the MY value (described later) based on the total number of outs and the total number of payouts, and performs processing to update the MY value. Details will be described later with reference to FIG. 38.
[0259] In step S750, the main CPU 110a performs a complete achievement determination process. Specifically, the main CPU 110a performs a process of determining whether or not the conditions for the complete operation, which will be described later, are met. This will be described in detail later with reference to FIG.
[0260] The main CPU 110a performs output control processing in step S800. Specifically, it performs processing to output the various display data created in step S700. It also performs processing to send commands set in the performance transmission data storage area and transmission buffer of the main RAM 110c to the performance control board 130 and the payout control board 120.
[0261] In step S900, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a.
[0262] (Input control processing on the main control board) The input control processing of the main control board 110 will be described with reference to Fig. 20. Fig. 20 is a flowchart showing the input control processing in the main control board 110.
[0263] In step S210, the main CPU 110a performs general prize opening detection switch input processing. Specifically, it determines whether a detection signal has been input from either the general prize opening detection switch 12c or the general prize opening detection switch 12d, and if a detection signal has been input, it performs processing to increment the prize ball counter for each general prize opening by one. This will be described in more detail later using FIG. 21.
[0264] In step S220, the main CPU 110a performs a special prize opening detection switch input process. Specifically, it determines whether or not a detection signal has been input from the special prize opening detection switch 16a, and if a detection signal has been input, it performs a process of adding 1 to the prize ball counter for the special prize opening. This will be described in more detail later with reference to FIG. 22.
[0265] The main CPU 110a performs a first start hole detection switch input process in step S230. Specifically, it determines whether or not a detection signal has been input from the first start hole detection switch 14a, and if a detection signal has been input, it adds 1 to the prize ball counter for the first start hole, and if the first special symbol reserved number (U1) is less than 4, it adds 1 to the first special symbol reserved number (U1), and also acquires special symbol determination information and stores it in a predetermined storage unit (first storage unit to fourth storage unit) of the special symbol determination information storage area. This will be described in detail later with reference to FIG. 23.
[0266] The main CPU 110a performs second start hole detection switch input processing in step S240. Specifically, it determines whether or not a detection signal has been input from the second start hole detection switch 15a, and if a detection signal has been input, it adds 1 to the prize ball counter for the second start hole, and if the second special symbol reserved number (U2) is less than 4, it adds 1 to the second special symbol reserved number (U2), and also acquires special symbol determination information and performs processing to store it in a predetermined memory unit (first memory unit to fourth memory unit) of the special symbol determination information memory area. This will be described in detail later with reference to FIG. 24.
[0267] In step S250, the main CPU 110a performs gate detection switch input processing and ends this input control processing. Specifically, it determines whether or not a detection signal has been input from the gate detection switch 13a, and if a detection signal has been input and the number of reserved normal symbols (G) is less than 4, it adds 1 to the number of reserved normal symbols (G), and also acquires normal symbol determination information and stores it in a predetermined memory unit (first memory unit to fourth memory unit) of the normal symbol determination information storage area. Details will be described later using FIG. 25.
[0268] In step S260, the main CPU 110a performs out ball detection switch input processing and ends this input control processing. Specifically, it determines whether a detection signal has been input from the out ball detection switch 11a, and if a detection signal has been input, it performs processing to update the value of the total out number counter. This will be described in detail later using Figure 26.
[0269] (Main control board general winning slot detection switch input processing) 21, the general winning opening detection switch input processing of the main control board 110 will be described. FIG. 21 is a flowchart showing the general winning opening detection switch input processing of the main control board 110.
[0270] First, in step S210-1, the main CPU 110a determines whether or not a detection signal has been input from the general winning opening detection switches 12c and 12d. If a detection signal has been input, the process proceeds to step S210-2, and if a detection signal has not been input, the current general winning opening detection switch input process is terminated.
[0271] In step S210-2, the main CPU 110a performs a process of determining whether or not a complete operation flag is set. Specifically, the main CPU 110a performs a process of determining whether or not a complete operation flag is set in a complete operation flag storage area of the main RAM 110c. If the complete operation flag is not set, the process proceeds to step S210-4. If the complete operation flag is set, the process proceeds to step S210-3.
[0272] In step S210-3, the main CPU 110a performs processing to invalidate the winning. Specifically, the main CPU 110a creates data indicating that a winning has occurred in the general winning port 12, but does not use the created data for game control (determining the number of winning balls) (voiding the winning). When this processing is completed, the main CPU 110a ends the general winning port detection switch input processing for this time.
[0273] In step S210-4, the main CPU 110a performs a process of updating the prize ball counter (10 prize ball counter) for the general prize opening used for prize balls by adding 1. When this process is completed, the main CPU 110a ends the general prize opening detection switch input process for this time.
[0274] (Main control board large prize slot detection switch input processing) The special prize opening detection switch input processing of the main control board 110 will be described with reference to Fig. 22. Fig. 22 is a flowchart showing the special prize opening detection switch input processing in the main control board 110.
[0275] First, in step S220-1, the main CPU 110a determines whether or not a detection signal has been input from the special prize opening detection switch 16a. If a detection signal has been input, the process proceeds to step S220-2, and if a detection signal has not been input, the main CPU 110a ends the special prize opening detection switch input process.
[0276] In step S220-2, the main CPU 110a performs a process of determining whether or not a complete operation flag is set. Specifically, the main CPU 110a performs a process of determining whether or not a complete operation flag is set in a complete operation flag storage area of the main RAM 110c. If the complete operation flag is not set, the process proceeds to step S220-4. If the complete operation flag is set, the process proceeds to step S220-3.
[0277] In step S220-3, the main CPU 110a performs processing to invalidate the winning. Specifically, the main CPU 110a creates data indicating that a winning has occurred in the special winning port 16, but does not use the created data for game control (determining the number of winning balls) (voiding the winning). When this processing is completed, the main CPU 110a ends the current special winning port detection switch input processing.
[0278] In step S220-4, the main CPU 110a performs a process of updating the prize ball counter for the large prize opening (15 prize ball counter) used for prize balls by adding 1. When this process ends, the main CPU 110a ends the large prize opening detection switch input process for this time.
[0279] (Main control board first start port detection switch input processing) The first start hole detection switch input processing of the main control board 110 will be described with reference to Figure 23. Figure 23 is a flowchart showing the first start hole detection switch input processing of the main control board 110.
[0280] First, in step S230-1, the main CPU 110a determines whether a detection signal has been input from the first start hole detection switch 14a. If a detection signal has been input, the process proceeds to step S230-2. If a detection signal has not been input, the main CPU 110a terminates the current first start hole detection switch input process.
[0281] In step S230-2, the main CPU 110a performs processing to determine whether or not a complete operation flag is set. Specifically, the main CPU 110a performs processing to determine whether or not a complete operation flag is set in a complete operation flag storage area of the main RAM 110c. If the complete operation flag is not set, the processing proceeds to step S230-4. If the complete operation flag is set, the processing proceeds to step S230-3.
[0282] In step S230-3, the main CPU 110a performs processing to invalidate the winning. Specifically, the main CPU 110a creates data indicating that a winning has occurred in the first start port 14, but does not use the created data for game control (determining the number of winning balls, random number drawing, etc.) (voiding the winning). When this processing is completed, the main CPU 110a ends this first start port detection switch input processing.
[0283] In step S230-4, the main CPU 110a performs processing to add 1 to the prize ball counter (three prize ball counter) for the first start port used for prize balls, and to update the counter.
[0284] In step S230-5, the main CPU 110a determines whether the number of reserved first special symbols (U1) is less than 4. If the number of reserved first special symbols (U1) is less than 4, the process proceeds to step S230-6, and if the number of reserved first special symbols (U1) is not less than 4, the current first start hole detection switch input process is terminated.
[0285] In step S230-6, the main CPU 110a adds "1" to the first special symbol reserved number (U1) and stores the result, and in step S230-7, sets a special symbol storage designation command indicating the first special symbol reserved number (U1) in the performance transmission data storage area of the main RAM 110c. This causes the special symbol storage designation command to be sent to the performance control board 130, making it possible to perform processing such as displaying a first reserved icon on the image display device 31.
[0286] In step S230-8, the main CPU 110a acquires the special pattern determination information, searches for an available memory unit in the first special pattern determination information storage area in order from the first memory unit, and stores the acquired special pattern determination information in an available memory unit.
[0287] The main CPU 110a performs a preliminary determination process in step S230-9. Specifically, the main CPU 110a refers to the preliminary determination table of the jackpot lottery shown in Fig. 13, and performs a process of determining a scheduled variation pattern based on the type of special symbol display device, the random number value for jackpot determination acquired this time, the random number value for special symbol determination, the random number value for reach determination, and the random number value for special symbol variation.
[0288] In step S230-10, the main CPU 110a sets the start port winning designation command indicating the expected variation pattern determined in the preliminary judgment processing of step S230-7 above in the transmission data storage area for performance in the main RAM 110c, and terminates the first start port detection switch input processing for this time.
[0289] As a result, a command to designate a winning start port is sent to the performance control board 130, and a pre-reading performance is executed that predicts the possibility of a jackpot game being played (leading to anticipation of a jackpot game being played) based on the results of a preliminary judgment, even before the variable display of the special pattern triggered by the game ball winning the first starting port 14 this time (over the variable display of one or multiple special patterns).
[0290] (Main control board second start port detection switch input processing) The second start hole detection switch input processing of the main control board 110 will be described with reference to Figure 24. Figure 24 is a flowchart showing the second start hole detection switch input processing of the main control board 110.
[0291] First, in step S240-1, the main CPU 110a determines whether a detection signal has been input from the second start hole detection switch 15a. If a detection signal has been input, the process proceeds to step S240-2. If a detection signal has not been input, the second start hole detection switch input process is terminated.
[0292] In step S240-2, the main CPU 110a performs a process of determining whether or not a complete operation flag is set. Specifically, the main CPU 110a performs a process of determining whether or not a complete operation flag is set in a complete operation flag storage area of the main RAM 110c. If the complete operation flag is not set, the process proceeds to step S240-4. If the complete operation flag is set, the process proceeds to step S240-3.
[0293] In step S240-3, the main CPU 110a performs processing to invalidate the winning. Specifically, the main CPU 110a creates data indicating that a winning has occurred in the second start port 15, but does not use the created data for game control (determining the number of winning balls, random number drawing, etc.) (voiding the winning). When this processing is completed, the main CPU 110a ends this second start port detection switch input processing.
[0294] In step S240-4, the main CPU 110a performs processing to add 1 to the prize ball counter (one prize ball counter) for the second start port used for prize balls, thereby updating the counter.
[0295] In step S240-5, the main CPU 110a determines whether or not the auxiliary game is currently being played. If the auxiliary game is not currently being played, the process proceeds to step S240-7. If the auxiliary game is currently being played, the second start port winning ball counter (D) is updated by adding 1 to the counter (D) in step S240-6.
[0296] In step S240-7, the main CPU 110a determines whether the second special symbol reserved number (U2) is less than 4. If the second special symbol reserved number (U2) is less than 4, the process proceeds to step S240-8, and if the second special symbol reserved number (U2) is not less than 4, the second start hole detection switch input process is terminated.
[0297] In step S240-8, the main CPU 110a adds "1" to the second special symbol reservation number (U2) and stores the result, and in step S240-9, sets a special symbol storage designation command indicating the second special symbol reservation number (U2) in the performance transmission data storage area of the main RAM 110c. This causes the special symbol storage designation command to be sent to the performance control board 130, making it possible to perform processing such as displaying a second reservation icon on the image display device 31.
[0298] In step S240-10, the main CPU 110a acquires special pattern determination information, searches for available memory units in the second special pattern determination information storage area in order from the first memory unit, and stores the acquired special pattern determination information in the available memory unit.
[0299] The main CPU 110a performs a preliminary determination process in step S240-11. Specifically, the main CPU 110a refers to the preliminary determination table for the jackpot lottery shown in Fig. 14 or 15, and performs a process of determining a scheduled variation pattern based on the type of special symbol display device, the random number value for jackpot determination acquired this time, the random number value for special symbol determination, the random number value for reach determination, and the random number value for special symbol variation.
[0300] In step S240-12, the main CPU 110a sets the start port winning designation command indicating the expected variation pattern determined in the pre-determination processing of step S240-11 in the performance transmission data storage area of the main RAM 110c, and terminates the second start port detection switch input processing for this time.
[0301] As a result, a command to designate a winning start port is sent to the performance control board 130, and a pre-reading performance is executed that predicts the possibility of a jackpot game being played (leading to anticipation of a jackpot game being played) based on the results of a preliminary judgment, even before the variable display of the special pattern triggered by the game ball winning the second starting port 15 this time (over the variable display of one or multiple special patterns).
[0302] (Gate detection switch input processing on the main control board) 25, the gate detection switch input processing of the main control board 110 will be described. FIG. 25 is a flowchart showing the gate detection switch input processing in the main control board 110.
[0303] First, in step S250-1, the main CPU 110a determines whether or not a detection signal has been input from the gate detection switch 13a. If a detection signal has been input, the process proceeds to step S250-2, and if a detection signal has not been input, the current gate detection switch input process is terminated.
[0304] In step S250-2, the main CPU 110a performs processing to determine whether or not a complete operation flag is set. Specifically, the main CPU 110a performs processing to determine whether or not a complete operation flag is set in a complete operation flag storage area of the main RAM 110c. If the complete operation flag is not set, the processing proceeds to step S250-4. If the complete operation flag is set, the processing proceeds to step S250-3.
[0305] In step S250-3, the main CPU 110a performs a process to invalidate the gate passage. Specifically, the main CPU 110a creates data indicating that a gaming ball has passed through the normal symbol gate 13, but does not use the created data for game control (random number lottery, etc.) (invalidating the gate passage). When this process is completed, the main CPU 110a ends the current gate detection switch input process.
[0306] In step S250-4, the main CPU 110a determines whether the number of reserved normal symbols (G) is less than 4. If the number of reserved normal symbols (G) is less than 4, the process proceeds to step S240-5, and if the number of reserved normal symbols (G) is not less than 4, the gate detection switch input process is terminated.
[0307] In step S250-5, the main CPU 110a adds "1" to the number of reserved normal symbols (G) and stores the result, and in step S250-6, sets a normal symbol storage designation command indicating the number of reserved normal symbols (G) in the performance transmission data storage area of the main RAM 110c. In addition, in step S250-7, the main CPU 110a acquires normal symbol determination information and performs processing to store it in a predetermined storage unit (first storage unit to fourth storage unit) of the normal symbol determination information storage area. When this processing is completed, the main CPU 110a ends this gate detection switch input processing.
[0308] (Out bulb detection switch input processing on the main control board) The out ball detection switch input processing of the main control board 110 will be described with reference to Figure 26. Figure 26 is a flowchart showing the out ball detection switch input processing in the main control board 110.
[0309] First, in step S260-1, the main CPU 110a determines whether a detection signal has been input from the out ball detection switch 11a. If a detection signal has been input, the process proceeds to step S260-2. If a detection signal has not been input, the main CPU 110a ends the current out ball detection switch input process.
[0310] In step S260-2, the main CPU 110a performs processing to determine whether or not a complete operation flag is set. Specifically, the main CPU 110a performs processing to determine whether or not a complete operation flag is set in a complete operation flag storage area of the main RAM 110c. If the complete operation flag is not set, the processing proceeds to step S260-6. If the complete operation flag is set, the processing proceeds to step S260-3.
[0311] In step S260-3, the main CPU 110a performs processing to determine whether the out-invalidation delay timer is "0." Specifically, the main CPU 110a performs processing to determine whether the out-invalidation delay timer in the main RAM 110c is "0." The out-invalidation delay timer is set to a predetermined time (60 seconds in this embodiment) upon complete operation. If the out-invalidation delay timer is not "0," the processing proceeds to step S260-4, and if the out-invalidation delay timer is "0," the processing proceeds to step S260-5.
[0312] In step S260-4, the main CPU 110a performs a process of adding the planned return number counter. Specifically, the main CPU 110a adds the number of game balls detected by the out ball detection switch 11a after the complete activation to the planned return number counter as the number of game balls to be paid back to the player (planned return number). In this way, the gaming machine 1 of this embodiment pays back to the player the game balls that were in the game area 6 at the time of the complete activation. When this process is completed, the main CPU 110a proceeds to step S260-6.
[0313] In step S260-5, the main CPU 110a performs processing to disable out ball detection. Specifically, the main CPU 110a creates data indicating the number of game balls (out ball count) detected at the outlet 11, but does not add the created data to the total out count counter or the normal out count counter (disabling out count detection). When this processing is completed, the main CPU 110a ends this out ball detection switch input processing.
[0314] In step S260-6, the main CPU 110a performs a process of updating the total out number counter. When this process ends, the main CPU 110a ends this out ball detection switch input process.
[0315] In this way, the main RAM 110c of the gaming machine 1 is provided with a planned return number counter that stores the number of game balls detected by the out ball detection switch 11a after the complete operation as the number of game balls to be paid out to the player (planned return number), and an out invalidation grace time that defers the counting of out balls and manages the time for counting the planned return balls (out invalidation grace time).
[0316] Furthermore, the gaming machine 1 is controlled to pay back (return) to the player the number of out balls added to the return counter. In this way, the gaming machine 1 counts the gaming balls flowing down the game board (play area 6) over a time period after the complete function is activated, and pays back that number of gaming balls to the player.
[0317] In this way, the gaming machine 1 can prevent the gaming balls that were released during the complete operation from going to waste by appropriately paying back to the player the gaming balls that had flowed down the gaming area 6 when the game was stopped. As a result, the gaming machine 1 can prevent the player from becoming dissatisfied with the fact that the gaming balls that were released during the complete operation are wasted, and can avoid the player from feeling a sense of unfairness.
[0318] (Main control board special diagram special power control processing) The special pattern special voltage control process of the main control board 110 will be described with reference to Fig. 27. Fig. 27 is a flowchart showing the special pattern special voltage control process of the main control board 110.
[0319] First, in step S301, the main CPU 110a loads special symbol special power processing data, and if the special symbol special power processing data = 0, transfers processing to special symbol memory determination processing (step S310), if the special symbol special power processing data = 1, transfers processing to special symbol change processing (step S320), if the special symbol special power processing data = 2, transfers processing to special symbol stop processing (step S330), if the special symbol special power processing data = 3, transfers processing to jackpot game processing (step S340), and if the special symbol special power processing data = 4, transfers processing to jackpot game end processing (step S350).
[0320] This "special chart special electricity processing data" is set as needed within each subroutine of the special chart special electricity control processing, as will be described later, so that the subroutines required as the game progresses will be processed appropriately.
[0321] In step S310, the main CPU 110a performs a special symbol memory determination process and ends the current special symbol special power control process. Specifically, the main CPU 110a performs a jackpot determination process, a special symbol determination process to determine the special symbol to be stopped and displayed, a variable time determination process to determine the variable time of the special symbol, etc. Details will be described later using FIG. 28.
[0322] In step S320, the main CPU 110a performs special symbol variation processing and ends this special symbol special power control processing. Specifically, it performs processing to determine whether the variation time of the special symbol has elapsed, and if the variation time of the special symbol has elapsed, it performs processing to transition to special symbol stop processing in step S330. Details will be described later using FIG. 30.
[0323] In step S330, the main CPU 110a performs a special symbol stop process and ends the current special symbol special power control process. Specifically, the main CPU 110a performs a process corresponding to the special symbol (jackpot symbol, losing symbol) that has been stopped and displayed. This will be described in detail later with reference to FIG.
[0324] In step S340, the main CPU 110a performs a jackpot game process and ends the current special symbol special electricity control process. Specifically, the main CPU 110a performs a process for controlling the jackpot game. This will be described in detail later with reference to FIG.
[0325] In step S350, the main CPU 110a performs a jackpot game end process and ends the current special symbol special power control process. Specifically, the main CPU 110a determines the probability game state of either a high probability game state or a low probability game state, and also performs a process of determining the game state of either a time-saving game state or a non-time-saving game state. This will be described in detail later with reference to FIG. 34.
[0326] (Main control board special pattern memory determination processing) The special symbol memory determination process of the main control board 110 will be described with reference to Fig. 28. Fig. 28 is a flowchart showing the special symbol memory determination process of the main control board 110.
[0327] First, in step S310-1, the main CPU 110a determines whether or not a special symbol is being displayed in a variable manner. If the special symbol is being displayed in a variable manner (special symbol time counter ≠ 0), the main CPU 110a ends the current special symbol memory determination process. If the special symbol is not being displayed in a variable manner (special symbol time counter = 0), the main CPU 110a proceeds to step S310-2.
[0328] In step S310-2, the main CPU 110a determines whether the second special symbol reserved number (U2) is equal to or greater than 1. If the second special symbol reserved number (U2) is equal to or greater than 1, the process proceeds to step S310-3, and if the second special symbol reserved number (U2) is not equal to or greater than 1, the process proceeds to step S310-4.
[0329] In step S310-3, the main CPU 110a subtracts 1 from the second special symbol reserved number (U2) to update it, and moves the process to step S310-6.
[0330] In step S310-4, the main CPU 110a determines whether the number of reserved first special symbols (U1) is equal to or greater than 1. If it is determined that the number of reserved first special symbols (U1) is equal to or greater than 1, the process proceeds to step S310-5, and if the number of reserved first special symbols (U1) is not equal to or greater than 1, the process proceeds to step S318-1.
[0331] In step S310-5, the main CPU 110a subtracts 1 from the number of reserved first special symbols (U1) to update it, and moves the process to step S310-6.
[0332] In step S310-6, the main CPU 110a shifts (storage area shifts) the special symbol determination information stored in the special symbol determination information reservation storage area corresponding to the number of reserved special symbols (U) subtracted in step S310-3 or step S310-5. Specifically, each special symbol determination information stored in the first storage unit in the first special symbol determination information storage area or the second special symbol determination information storage area to the fourth storage unit is shifted to the previous storage unit. Here, the special symbol determination information stored in the first storage unit is shifted to the special symbol execution storage area (zeroth storage unit). At this time, the special symbol determination information used in the previous variable display of the special symbol that has already been written in the special symbol execution storage area (zeroth storage unit) is erased.
[0333] In this embodiment, the second special pattern reserved number (U2) is subtracted with priority over the first special pattern reserved number (U1), but the first special pattern reserved number (U1) and the second special pattern reserved number (U2) may be subtracted in the order in which they entered the starting slot, or the first special pattern reserved number (U1) may be subtracted with priority over the second special pattern reserved number (U2).
[0334] In step S310-7, the main CPU 110a determines a special symbol storage designation command indicating the first special symbol reserved number (U1) or the second special symbol reserved number (U2) subtracted in step S310-3 or step S310-5, and sets the determined special symbol storage designation command in the performance transmission data storage area. As a result, the special symbol storage designation command is sent to the performance control board 130, and processing is performed to reduce the number of first reserved icons or second reserved icons displayed on the image display device 31, or to change the first reserved icons or second reserved icons to the variable icons.
[0335] The main CPU 110a performs a jackpot determination process in step S311. Specifically, by referring to the jackpot determination table shown in Fig. 5, it determines whether or not a jackpot has occurred based on the probability game state and the random number value for jackpot determination stored in the special symbol execution memory area, and by referring to the special symbol determination table shown in Fig. 6, it determines the type of special symbol (stop special symbol data) based on the special symbol display device (type of start port) and the random number value for special symbol determination stored in the special symbol execution memory area. Details will be described later using Fig. 29.
[0336] In step S312, the main CPU 110a performs a special symbol variation pattern determination process. Specifically, with reference to a special symbol variation pattern determination table (see Figs. 10 to 12), the variation pattern of the special symbol is determined based on the special symbol display device (type of starting hole), the result of the jackpot lottery, the special symbol, the number of reserved special symbols (U), the reach determination random number value stored in the special symbol execution storage area, and the special symbol variation random number value.
[0337] In step S313, the main CPU 110a sets a variation pattern designation command corresponding to the determined variation pattern in the performance transmission data storage area. As a result, the variation pattern designation command is transmitted to the performance control board 130, and the performance control board 130 performs processing to execute a variation performance according to the variation pattern so as to correspond to the variation display of the special symbol.
[0338] In step S314, the main CPU 110a checks the game state at the start of the fluctuation and sets a game state designation command corresponding to the current game state in the performance transmission data storage area. This causes the game state designation command to be sent to the performance control board 130, making it possible for the performance control board 130 to grasp the game state.
[0339] In step S315, the main CPU 110a sets the special symbol fluctuation time (counter value) based on the fluctuation pattern determined in step S312 in the special symbol time counter. Note that the special symbol time counter is decremented every 4 ms in step S110.
[0340] The main CPU 110a starts the variable display of the special symbols in step S316. Specifically, variable display data of the special symbols is set in a predetermined area of the main RAM 110c. As a result, display data for variable display of the special symbols on the first special symbol display device 20 or the second special symbol display device is created in step S700, and the created data is output in step S800, whereby the variable display of the special symbols is performed on the first special symbol display device 20 or the second special symbol display device 21.
[0341] In step S317, the main CPU 110a sets the special symbol special power processing data to 1, prepares to move the processing to the special symbol variation processing shown in FIG. 30, and ends the current special symbol memory determination processing.
[0342] In step S318-1, the main CPU 110a determines whether or not there is a customer waiting state flag indicating that the machine is in a customer waiting state (standby state) where no special symbol variable display or jackpot game is being executed. If there is a customer waiting state flag, the current special symbol storage determination process is terminated, and if there is no customer waiting state flag, the process proceeds to step S318-2.
[0343] In step S318-2, the main CPU 110a sets a customer waiting state flag indicating that the machine is in a customer waiting state in a predetermined area of the main RAM 110c, and in step S318-3, sets a customer waiting state designation command indicating that the machine is in a customer waiting state in the performance transmission data storage area, and ends this special symbol memory determination process. As a result, the customer waiting state designation command is sent to the performance control board 130, and the performance control board 130 performs processing to execute the customer waiting performance.
[0344] (Main control board jackpot detection process) The big win determination process of the main control board 110 will be described with reference to Figure 29. Figure 29 is a flowchart showing the big win determination process in the main control board 110.
[0345] In step S311-1, the main CPU 110a determines whether or not it is a jackpot. Specifically, if the special symbol determination information stored in the special symbol execution memory area has been shifted from the first special symbol determination information reserve memory area, the main CPU 110a refers to the jackpot determination table for the jackpot lottery shown in Figure 5(a), and if the special symbol determination information stored in the special symbol execution memory area has been shifted from the second special symbol determination information reserve memory area, the main CPU 110a refers to the jackpot determination table for the jackpot lottery shown in Figure 5(b), and determines whether or not it is a "jackpot" based on the jackpot determination random number value stored in the special symbol execution memory area. If it is a jackpot, the process proceeds to step S311-2, and if it is not a jackpot, the process proceeds to step S311-5.
[0346] In step S311-2, the main CPU 110a performs a jackpot symbol determination process. Specifically, the main CPU 110a refers to the special symbol determination table for the jackpot shown in Fig. 6(b), determines the type of jackpot special symbol to be stopped and displayed based on the random number value for special symbol determination stored in the special symbol execution storage area, and sets the special symbol stop data corresponding to the determined type of jackpot special symbol in the special symbol stop data storage area.
[0347] The special stop symbol data set in the special stop symbol data memory area is used to determine whether or not it is a "jackpot symbol" in the special symbol stop processing of Figure 32 described below, and is also used to determine the operation mode of the jackpot entry port in the jackpot game processing of Figure 33, and is also used to determine the game status after the jackpot ends in the jackpot game end processing of Figure 34.
[0348] In step S311-3, the main CPU 110a sets the performance symbol designation command for the jackpot corresponding to the special stop symbol data determined in step S311-2 in the performance transmission data storage area of the main RAM 110c. This causes the performance symbol designation command to be sent to the performance control board 130, making it possible to grasp the type of special jackpot symbol (special stop symbol data) to be stopped and displayed on the performance control board 130.
[0349] In step S311-4, the main CPU 110a determines the game state at the time of winning the jackpot from the information set in the game state storage area (time-saving game flag storage area, high-probability game flag storage area), and sets the game state information indicating the game state at the time of winning the jackpot in the game state buffer. Specifically, if neither the time-saving game flag nor the high-probability game flag is set, 00H is set; if the time-saving game flag is not set but the high-probability game flag is set, 01H is set; if the time-saving game flag is set but the high-probability game flag is not set, 02H is set; and if both the time-saving game flag and the high-probability game flag are set, 03H is set.
[0350] The reason why the game status at the time of winning a jackpot is set in the game status buffer separately from the game status memory area (time-saving game flag memory area, high-probability game flag memory area) in this way is that the high-probability game flag and time-saving game flag in the game status memory area (time-saving game flag memory area, high-probability game flag memory area) are reset during jackpot play, so when determining a new game status at the end of the jackpot based on the game status at the time of winning a jackpot after the jackpot ends, it is not possible to refer to the game status memory area. For this reason, by providing a game status buffer separate from the game status memory area for storing game information indicating the game status at the time of winning a jackpot, it is possible to set a new game status after the jackpot ends (time-saving game status, number of time-saving game plays, etc.) based on the game status at the time of winning a jackpot by referring to the game information in the game status buffer after the jackpot ends.
[0351] In step S311-5, the main CPU 110a performs a losing symbol determination process. Specifically, the main CPU 110a refers to the special symbol determination table for losing symbols shown in Fig. 6(a), determines the type of losing special symbol to be stopped based on the random number value for special symbol determination stored in the special symbol execution storage area, and sets the stopped special symbol data corresponding to the determined type of losing special symbol in the stopped special symbol data storage area.
[0352] In step S311-6, the main CPU 110a sets the effect symbol designation command for a loss corresponding to the special stop symbol data determined in step S311-5 in the effect transmission data storage area of the main RAM 110c, and ends the current jackpot determination process. This causes the effect symbol designation command to be sent to the effect control board 130, making it possible to grasp the type of the special loss symbol (special stop symbol data) that will be stopped and displayed on the effect control board 130.
[0353] (Special pattern change processing on the main control board) The special symbol variation process of the main control board 110 will be described with reference to Fig. 30. Fig. 30 is a flowchart showing the special symbol variation process of the main control board 110.
[0354] In step S320-1, the main CPU 110a performs processing to determine whether or not a complete operation flag is set. Specifically, the main CPU 110a performs processing to determine whether or not a complete operation flag is set in a complete operation flag storage area of the main RAM 110c. If the complete operation flag is not set, the processing proceeds to step S320-3. If the complete operation flag is set, the processing proceeds to step S320-2.
[0355] In step S320-2, the main CPU 110a performs a variation stop process. Specifically, the main CPU 110a clears the variation time and performs a process to stop the variation. When this process is completed, the main CPU 110a ends the current special symbol variation process.
[0356] In step S320-3, the main CPU 110a determines whether the variable time set in the special symbol time counter has elapsed. If the variable time has not elapsed, the main CPU 110a ends the current special symbol variable process. If the variable time has elapsed, the main CPU 110a proceeds to step S320-4.
[0357] In step S320-4, the main CPU 110a stops the variable display of the special symbol. Specifically, it clears the variable display data set in step S316, and sets, in a predetermined area of the main RAM 110c, static display data for stopping the special symbol set in step S311-2 or step S311-5 on the first special symbol display device 20 or the second special symbol display device 21. As a result, the special symbol is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21, and the player is notified of the jackpot determination result.
[0358] In step S320-5, the main CPU 110a sets a symbol determination command indicating that the special symbol has stopped and been displayed in the performance transmission data storage area of the main RAM 110c. This causes the symbol determination command to be sent to the performance control board 130, which then performs processing to end the variable performance.
[0359] In step S320-6, the main CPU 110a sets the symbol stop time (0.5 seconds) for the special symbol to be displayed in a static state in the special symbol time counter. The special symbol time counter is updated by subtracting 1 from it every 4 ms in step S110.
[0360] In step S320-7, the main CPU 110a performs a process of determining whether or not a time-shortening game flag is set. Specifically, the main CPU 110a performs a process of determining whether or not a time-shortening game flag is set in a time-shortening game flag storage area of the main RAM 110c. If the time-shortening game flag is set, the remaining number of time-shortening games is updated and the process proceeds to step S320-8. If the time-shortening game flag is not set, the remaining number of time-shortening games is not updated and the process proceeds to step S320-11.
[0361] In step S320-8, the main CPU 110a performs a process of subtracting the number of time-saving times. Specifically, the main CPU 110a performs a process of subtracting "1" from the number of time-saving times (J) saved in the main RAM 110c.
[0362] In step S320-9, the main CPU 110a determines whether the time-shortening count (J) has become 0. If the time-shortening count has become 0, the time-shortening game state is terminated and the process proceeds to step S320-10. If the time-shortening count has not become 0, the process proceeds to step S320-11.
[0363] In step S320-10, the main CPU 110a performs a process of clearing the high probability game flag, the time-shortening game flag, and the number of time-shortening times. Specifically, the main CPU 110a clears the high probability game flag, the time-shortening game flag, and the number of time-shortening times (J) set in the main RAM 110c, and performs a process of ending the time-shortening game state.
[0364] In step S320-11, the main CPU 110a determines whether or not a special jackpot symbol has stopped and displayed. If it is a special jackpot symbol, the process proceeds to step S320-12. If it is not a special jackpot symbol, the process proceeds to step S320-13.
[0365] In step S320-12, the main CPU 110a performs processing to clear the high probability game flag, the time-shortening game flag, and the number of time-shortening times (J) saved in the main RAM 110c.
[0366] In step S320-13, the main CPU 110a performs a b time-shortened gaming state transition determination process. In this process, the main CPU 110a performs a process of determining whether or not the condition for transitioning to the b time-shortened gaming state is satisfied. Details will be described later with reference to FIG. 31.
[0367] In step S320-14, the main CPU 110a clears the counter value of the number of times of loss fluctuations during low probability (sets the counter value of the number of times of loss fluctuations during low probability to "0").
[0368] In step S320-15, the main CPU 110a sets the special symbol special power processing data to 2, prepares to move the processing to the special symbol stop processing shown in FIG. 32, and ends this special symbol variation processing.
[0369] (Main control board b time-saving game state transition determination processing) The b-time-shortened gaming state transition determination process of the main control board 110 will be described with reference to Fig. 31. Fig. 31 is a flowchart showing the b-time-shortened gaming state transition determination process of the main control board 110.
[0370] In step S320-13-1, the main CPU 110a determines whether the current gaming state is a high-probability gaming state. Specifically, it performs a process of determining whether a high-probability gaming flag is set in the high-probability gaming flag storage area of the main RAM 110c. If the high-probability gaming flag is not set, the process proceeds to step S320-13-2. If the high-probability gaming flag is set, the current b time-shortening state transition determination process is terminated.
[0371] In step S320-13-2, the main CPU 110a performs a process of adding the number of times of loss fluctuations during low probability. Specifically, the main CPU 110a performs a process of adding "1" to the number of times of loss fluctuations during low probability counter in the main RAM 110c to update it.
[0372] In step S320-13-3, the main CPU 110a performs a process of determining whether the number of miss fluctuations during low probability has reached a specified number. Specifically, the process determines whether the value of the low probability miss fluctuation counter stored in the main RAM 110c has reached a predetermined number (799 in this embodiment), which is a condition for transitioning to the b time-saving game state. If the number of miss fluctuations during low probability has reached the specified number (the specified number of times for transitioning to the b time-saving game state, 799), the process proceeds to step S320-13-4, and if the number of miss fluctuations during low probability has not reached the specified number, the process of determining transition to the b time-saving state ends.
[0373] In step S320-13-4, the main CPU 110a performs a process of setting the number of time reductions for the b time reduction. Specifically, the main CPU 110a sets the number of time reductions for the b time reduction game state ("1100 times" in this embodiment) in the time reduction game number storage area of the main RAM 110c.
[0374] In step S320-13-5, the main CPU 110a sets a time-shortened game flag in the time-shortened game flag storage area of the main RAM 110c.
[0375] In step S320-13-6, the main CPU 110a sets a time-saving count designation command corresponding to the time-saving game state b in the performance transmission data storage area of the main RAM 110c. As a result, the time-saving count designation command is transmitted to the performance control board 130, and the remaining number of time-saving times is notified.
[0376] In step S320-13-7, the main CPU 110a performs processing to set a game state designation command. Specifically, the game state designation command corresponding to the current game state (the game state identified by the presence or absence of the time-saving game flag) is set in the performance transmission data storage area of the main RAM 110c. This causes the game state designation command to be sent to the performance control board 130, and processing to update the game state is performed on the performance control board 130. When this processing is completed, the current time-saving state transition determination processing b is terminated.
[0377] (Main control board special pattern stop processing) The special symbol stop processing of the main control board 110 will be described with reference to Fig. 32. Fig. 32 is a flowchart showing the special symbol stop processing of the main control board 110.
[0378] In step S330-1, the main CPU 110a determines whether the symbol stop time set in step S320-4 has elapsed (special symbol time counter = 0?). If the symbol stop time has elapsed, the process proceeds to step S330-2, and if the symbol stop time has not elapsed, the current special symbol stop process is terminated.
[0379] In step S330-2, the main CPU 110a determines whether the special stop symbol data stored in the special stop symbol data storage area is a jackpot symbol. If it is a jackpot symbol, the process proceeds to step S330-4. If it is not a jackpot symbol, the process proceeds to step S330-3.
[0380] In step S330-3, the main CPU 110a sets the special symbol special power processing data to 0, prepares to move the processing to the special symbol memory determination processing shown in FIG. 28, and ends the current special symbol stop processing.
[0381] In step S330-4, the main CPU 110a sets the special symbol special power processing data to 3, and prepares to move the processing to the big win game processing shown in FIG.
[0382] In step S330-5, the main CPU 110a performs a jackpot start preparation setting process. Specifically, the main CPU 110a determines the type of jackpot game based on the special stop chart data with reference to the special electric accessory operation mode determination table shown in Fig. 8, and determines a jackpot opening mode determination table ("first jackpot table," "second jackpot table," "third jackpot table," "fourth jackpot table," "fifth jackpot table") corresponding to the type of jackpot game from the jackpot opening mode determination tables for jackpots shown in Fig. 9.
[0383] In step S330-6, the main CPU 110a sets an opening designation command corresponding to the type of jackpot game (first jackpot game to fifth jackpot game) in the performance transmission data storage area of the main RAM 110c. As a result, the opening designation command is transmitted to the performance control board 130, and the performance control board 130 performs processing to execute the opening performance of the jackpot game.
[0384] In step S330-7, the main CPU 110a sets the opening time of the jackpot game in the special game timer counter and ends the current special symbol stop process. Specifically, the main CPU 110a determines the opening time according to the type of jackpot game from the jackpot opening mode determination table (see FIG. 9) determined in step S330-5 above and sets it in the special game timer counter. Note that the special game timer counter is decremented every 4 ms in step S110 above.
[0385] (Main control board jackpot game processing) The big win game processing of the main control board 110 will be described with reference to Fig. 33. Fig. 33 is a flowchart showing the big win game processing in the main control board 110.
[0386] First, in step S340-1, the main CPU 110a determines whether or not the jackpot game is currently in the opening stage. Specifically, it determines whether or not "0" is stored in the number of rounds (R) storage area. If the jackpot game is currently in the opening stage, the process proceeds to step S340-2. If the jackpot game is not currently in the opening stage, the process proceeds to step S340-6.
[0387] In step S340-2, the main CPU 110a determines whether the opening time set in the special game timer counter has elapsed. If the opening time has not elapsed, the main CPU 110a ends the current jackpot game process. If the opening time has elapsed, the main CPU 110a proceeds to step S340-3.
[0388] In step S340-3, the main CPU 110a sets 1 to the number of round games (R) stored in the number of round games (R) storage area.
[0389] In step S340-4, the main CPU 110a performs a special prize opening process. Specifically, it adds "1" to the number of openings (K), sets energization data for energizing the special prize opening opening solenoid 16c, and, with reference to the special prize opening opening mode determination table (see FIG. 9) determined in step S330-5 above, sets the opening time of the special prize opening 16 in the special game timer counter based on the current number of round games (R) and the number of openings (K). This causes the special prize opening 16 to open.
[0390] In step S340-5, the main CPU 110a performs a round designation command transmission determination process. Specifically, when the number of openings (K) is "1," that is, when a round game is started, a round designation command corresponding to the number of round games (R) is set in the performance transmission data storage area of the main RAM 110c. As a result, the round designation command is transmitted to the performance control board 130, and the performance control board 130 performs processing to execute the round performance of the jackpot game.
[0391] In step S340-6, the main CPU 110a determines whether the jackpot game is currently ending. The ending is the period after all preset rounds of play have ended. If the jackpot game is currently ending, the process proceeds to step S340-18. If the jackpot game is not currently ending, the process proceeds to step S340-7.
[0392] In step S340-7, the main CPU 110a determines whether the special prize opening is currently closed. Specifically, it determines whether energization data for energizing the special prize opening opening solenoid 16c is set. If the special prize opening is currently closed, the process proceeds to step S340-8. If the special prize opening is not currently closed, the process proceeds to step S340-9.
[0393] In step S340-8, the main CPU 110a determines whether the closing time of the special prize opening set in the special game timer counter has elapsed. If the closing time has not elapsed, the current jackpot game process is terminated. If the closing time has elapsed, the process proceeds to step S340-4 to open the special prize opening.
[0394] In step S340-9, the main CPU 110a determines whether or not the opening termination condition for terminating the opening of the special prize opening has been met. Specifically, it determines whether or not either the value of the special prize opening winning ball counter (C) has reached a specified number (10 balls) or the opening time per opening count (K) has elapsed. If it is determined that the opening termination condition has been met, the process proceeds to step S340-10, and if it is determined that the opening termination condition has not been met, the current special prize game process is terminated.
[0395] The main CPU 110a performs a special prize opening closing process in step S340-10. Specifically, it clears the energization data for energizing the special prize opening opening solenoid 16c, and, referring to the special prize opening opening mode determination table (see FIG. 9) determined in step S330-5 above, sets the closing time (closing interval time or one closing time) of the special prize opening 16 in the special game timer counter based on the current number of rounds (R) and the number of openings (K). This causes the special prize opening 16 to close.
[0396] In step S340-11, the main CPU 110a determines whether one round has ended. Specifically, it determines whether either the value of the jackpot opening winning ball counter (C) reaches a specified number (10 balls) or the opening count (K) reaches the maximum opening count. If one round has ended, the process proceeds to step S340-12. If one round has not ended, the current jackpot game process ends.
[0397] In step S340-12, the main CPU 110a performs a round data initialization process. Specifically, the number of openings (K) and the special prize winning port winning ball counter (C) are cleared. However, the number of rounds played (R) is not cleared.
[0398] In step S340-13, the main CPU 110a determines whether the number of rounds (R) is the maximum number of rounds. If it is the maximum number of rounds, the process proceeds to step S340-15. If it is not the maximum number of rounds, the process proceeds to step S340-14.
[0399] In step S340-14, the main CPU 110a adds "1" to the number of round games (R) and stores the result, and ends the current big win game process.
[0400] In step S340-15, the main CPU 110a clears the number of rounds (R), and in step S340-16, determines the type of special game based on the special prize opening mode determination table (see FIG. 9) determined in step S330-5, and sets an ending designation command corresponding to the type of jackpot game in the performance transmission data storage area. As a result, the ending designation command is transmitted to the performance control board 130, and the performance control board 130 performs processing to execute the ending designation of the jackpot game.
[0401] In step S340-17, the main CPU 110a sets an ending time corresponding to the type of big win game in the special game timer counter based on the big win opening mode determination table (see FIG. 9) determined in step S330-5.
[0402] In step S340-18, the main CPU 110a determines whether the ending time set in the special game timer counter has elapsed. If the ending time has elapsed, the process proceeds to step S340-19. If the ending time has not elapsed, the current jackpot game process is terminated.
[0403] In step S340-19, the main CPU 110a sets the special symbol special power processing data to 4, prepares to move the processing to the jackpot game ending processing shown in FIG. 34, and ends the current jackpot game processing.
[0404] (Main control board jackpot game end processing) The big win game ending process of the main control board 110 will be described with reference to Fig. 34. Fig. 34 is a flowchart showing the big win game ending process in the main control board 110.
[0405] In step S350-1, the main CPU 110a loads the special stop symbol data set in the special stop symbol data storage area and the game status information in the game status buffer.
[0406] In step S350-2, the main CPU 110a performs high-probability game flag setting processing. Specifically, the main CPU 110a refers to the game state setting data table at the end of the jackpot game shown in Figure 7(a), and determines whether to transition to a high-probability game state at the end of the jackpot game based on the loaded special stop symbol data and game state information. If transition to a high-probability game state is to be made, a high-probability game flag indicating a high-probability game state is set in the high-probability game flag storage area. For example, if the special stop symbol data is "01", the high-probability game flag is set.
[0407] In step S350-3, the main CPU 110a performs high-probability game count setting processing. Specifically, the main CPU 110a refers to the game state setting data table at the end of the jackpot game shown in Figure 7(a), and determines the high-probability game count (X), which is the number of variable displays that can be executed in the high-probability game state, based on the loaded special stop symbol data and game state information, and sets the determined high-probability game count (X) in the high-probability game count (X) storage area. For example, if the special stop symbol data is "01", 10,000 times is set as the high-probability game count (X).
[0408] In step S350-4, the main CPU 110a performs a time-shortened game flag setting process. Specifically, the main CPU 110a refers to the game state setting data table at the end of the jackpot game shown in Figure 7(a), and determines whether to transition to a time-shortened game state at the end of the jackpot game based on the loaded special stop data and game information. If transition to a time-shortened game state is to be made, a time-shortened game flag indicating the time-shortened game state is set in the time-shortened game flag storage area. For example, when the game state information is 01H, 02H, or 03H, the time-shortened game flag is set.
[0409] In step S350-5, the main CPU 110a performs a process for determining the number of time-shortened games. Specifically, the main CPU 110a refers to the game state setting data table at the end of a jackpot game shown in Figure 7(a), and determines the number of time-shortened games (J), which is the number of variable displays that can be executed in the time-shortened game state, based on the loaded special stop symbol data and game state information, and sets the determined number of time-shortened games (J) in the time-shortened game number (J) storage area. For example, if the special stop symbol data is "04", the number of time-shortened games (J) is set to 10,000.
[0410] In step S350-6, the main CPU 110a checks whether the high probability game flag and the time-saving game flag are set, identifies the game state, and sets a game state designation command indicating the identified game state in the performance transmission data storage area. This causes the game state designation command to be sent to the performance control board 130, making it possible for the performance control board 130 to grasp the game state.
[0411] In step S350-7, the main CPU 110a sets the special symbol special power processing data to 0, prepares to move the processing to the special symbol memory determination processing shown in FIG. 28, and ends the current jackpot game end processing.
[0412] (Main control board general power control processing) 35, the normal power control process of the main control board 110 will be described.
[0413] First, in step S401, the main CPU 110a loads normal symbol normal power processing data, and if the normal symbol normal power processing data = 0, it transfers processing to normal symbol change processing (step S410), and if the normal symbol normal power processing data = 1, it transfers processing to auxiliary game processing (step S420).
[0414] This "normal map normal power processing data" is set as needed within each subroutine of the normal map normal power control processing, as will be described later, so that the subroutines necessary for the progress of the game will be processed appropriately.
[0415] In step S410, the main CPU 110a performs normal symbol variation processing and ends this normal symbol normal power control processing. Specifically, it performs a win determination process, a process for varying and displaying normal symbols, a process for stopping and displaying normal symbols, etc. Details will be described later using FIG.
[0416] In step S420, the main CPU 110a performs auxiliary game processing and ends the current normal power control processing. Specifically, the main CPU 110a performs processing to control the auxiliary game. This will be described in detail later with reference to FIG.
[0417] (Main control board normal pattern change processing) The normal symbol variation process of the main control board 110 will be described with reference to Fig. 36. Fig. 36 is a flowchart showing the normal symbol variation process of the main control board 110.
[0418] In step S410-1, the main CPU 110a performs processing to determine whether or not a complete operation flag is set. Specifically, the main CPU 110a performs processing to determine whether or not a complete operation flag is set in a complete operation flag storage area of the main RAM 110c. If the complete operation flag is not set, the processing proceeds to step S410-3. If the complete operation flag is set, the processing proceeds to step S410-2.
[0419] In step S410-2, the main CPU 110a performs a change stop process. Specifically, the main CPU 110a clears the change time and stops the change. When this process is completed, the main CPU 110a ends the normal symbol change process.
[0420] In step S410-3, the main CPU 110a determines whether or not the normal symbol is being displayed. If the normal symbol is being displayed, the process proceeds to step S410-11. If the normal symbol is not being displayed, the process proceeds to step S410-4.
[0421] In step S410-4, the main CPU 110a determines whether the number of reserved normal symbols (G) is 1 or more. If the number of reserved normal symbols (G) is 1 or more, the process proceeds to step S410-5, and if the number of reserved normal symbols (G) is not 1 or more, the current normal symbol variation process is terminated.
[0422] In step S410-5, the main CPU 110a subtracts 1 from the number of reserved normal symbols (G) to update it, and moves the process to step S410-6.
[0423] In step S410-6, the main CPU 110a shifts the normal symbol determination information stored in the normal symbol reserved memory area. Specifically, each normal symbol determination information stored in the first memory unit to the fourth memory unit is shifted to the previous memory unit. Here, the normal symbol determination information stored in the first memory unit is shifted to the normal symbol execution memory area (0th memory unit). At this time, the special symbol determination information used in the previous normal symbol variable display that has already been written in the normal symbol execution memory area (0th memory unit) is erased.
[0424] In step S410-7, the main CPU 110a performs a win determination process. Specifically, by referring to the win determination table shown in Fig. 16(a), it determines whether or not a win has occurred based on the game state and the random number value for win determination stored in the normal game execution memory area.
[0425] In step S410-8, the main CPU 110a performs normal symbol determination processing. Specifically, by referring to the normal symbol determination table shown in FIG. 16(b), the normal symbol to be displayed is determined based on the current time-saving game state, the winning lottery result, and the acquired normal symbol determination random number value, and the determined normal symbol data is set in the stop normal symbol data storage area, and a normal symbol designation command corresponding to the stop normal symbol data is set in the performance transmission data storage area of the main RAM 110c. As a result, the normal symbol designation command is sent to the performance control board 130, and the performance control board 130 can grasp the stop normal symbol data.
[0426] In step S410-9, the main CPU 110a performs a normal symbol variation time determination process. Specifically, by referring to the normal symbol variation pattern determination table shown in FIG. 16(c), the normal symbol variation time is determined based on the game state, the winning judgment result, and the normal symbol variation random number value stored in the normal symbol execution memory area, and the normal symbol variation time is set in the normal symbol time counter, and a normal symbol variation designation command corresponding to the normal symbol variation time is set in the performance transmission data storage area of the main RAM 110c. As a result, the normal symbol variation designation command is sent to the performance control board 130, and the performance control board 130 can grasp the normal symbol variation time.
[0427] In step S410-10, the main CPU 110a starts the variable display of the normal symbol and ends this normal symbol variable processing. Specifically, the variable display data of the normal symbol is set in a predetermined area of the main RAM 110c. As a result, in the above step S700, display data for variable display of the normal symbol on the normal symbol display device 22 is created, and the created data is output in step S800, so that the variable display of the normal symbol is performed on the normal symbol display device 22.
[0428] In step S410-11, the main CPU 110a determines whether the variable time set in the normal symbol time counter has elapsed. If the variable time has not elapsed, the normal symbol variable process is terminated. If the variable time has elapsed, the process proceeds to step S410-12.
[0429] In step S410-12, the main CPU 110a stops the variable display of the normal symbols. Specifically, the variable display data set in step S410-9 above is cleared, and the static display data for statically displaying the normal symbols set in step S410-8 on the normal symbol display device 22 is set in a predetermined area of the main RAM 110c. As a result, the normal symbols are statically displayed on the normal symbol display device 22, and the winning determination result is notified to the player.
[0430] In step S410-13, the main CPU 110a determines whether the stop normal symbol data set in the stop normal symbol data storage area is a winning normal symbol. If it is a winning normal symbol, the process proceeds to step S410-14. If it is not a winning normal symbol, the process ends.
[0431] In step S410-14, the main CPU 110a sets the normal map normal power processing data to 1, prepares to move to the auxiliary game processing shown in Fig. 37, and performs the opening mode determination processing in step S410-15. Specifically, by referring to the start port opening mode determination table shown in Fig. 16(d), the main CPU 110a determines the maximum opening count of the start movable piece 15b, the opening time of the auxiliary game, the opening time of the second start port 15, the interval time, and the ending time of the auxiliary game based on the stop normal map data.
[0432] In step S410-16, the main CPU 110a sets the opening time of the auxiliary game in the auxiliary game timer counter and ends this normal symbol variation process. Note that the auxiliary game timer counter is decremented every 4 ms in the above step S110.
[0433] (Main control board auxiliary game processing) The auxiliary game processing of the main control board 110 will be described with reference to Fig. 37. Fig. 37 is a flowchart showing the auxiliary game processing in the main control board 110.
[0434] In step S420-1, the main CPU 110a performs processing to determine whether or not a complete operation flag is set. Specifically, the main CPU 110a performs processing to determine whether or not a complete operation flag is set in a complete operation flag storage area of the main RAM 110c. If the complete operation flag is not set, the processing proceeds to step S420-3. If the complete operation flag is set, the processing proceeds to step S420-2.
[0435] The main CPU 110a performs auxiliary game cancellation processing in step S420-2. Specifically, the main CPU 110a cancels the current auxiliary game and stops the operation of the normal electric device (closes the start movable piece 15b), and also performs processing to clear the values of various timer counters related to the auxiliary game (maximum number of times the start movable piece 15b is opened, opening time of the auxiliary game, opening time of the second start port 15, interval time, ending time of the auxiliary game, etc.). When this processing is completed, the main CPU 110a ends the current auxiliary game processing.
[0436] In step S420-3, the main CPU 110a determines whether or not the auxiliary game is currently in the opening period. If it is in the opening period, the process proceeds to step S420-4, and if it is not in the opening period, the process proceeds to step S420-6.
[0437] In step S420-4, the main CPU 110a determines whether the opening time set in the auxiliary game timer counter has elapsed. If the opening time has not elapsed, the main CPU 110a ends the current auxiliary game process. If the opening time has elapsed, the main CPU 110a proceeds to step S420-5.
[0438] In step S420-5, the main CPU 110a performs the second start opening process and ends the current auxiliary game process. Specifically, it adds "1" to the opening count (S), sets the energization data for energizing the start opening opening / closing solenoid 15c, and sets the opening time of the second start opening 15 corresponding to the opening count (S) in the auxiliary game timer counter. This causes the second start opening 15 to open.
[0439] In step S420-6, the main CPU 110a determines whether the auxiliary game is currently ending. If it is ending, the process proceeds to step S420-14, and if it is not ending, the process proceeds to step S420-7.
[0440] In step S420-7, the main CPU 110a determines whether the second start port 15 is closed (interval). Specifically, it determines whether energization data for energizing the start port opening / closing solenoid 15c is set. If the second start port 15 is closed, the process proceeds to step S420-8, and if the second start port 15 is not closed, the process proceeds to step S420-9.
[0441] In step S420-8, the main CPU 110a determines whether the closing time (interval time) of the second start opening 15 set in the auxiliary game timer counter has elapsed. If the closing time has not elapsed, the current auxiliary game processing is terminated, and if the closing time has elapsed, the processing proceeds to step S420-5 to open the second start opening 15.
[0442] In step S420-9, the main CPU 110a determines whether or not an opening end condition for ending the opening of the second start port 15 has been met. Specifically, it determines whether or not either the value of the second start port winning ball counter (D) has reached a specified number (10 balls) or the opening time per opening count (S) has elapsed. If it is determined that the opening end condition has been met, the process proceeds to step S420-10, and if it is determined that the opening end condition has not been met, the current auxiliary game process is terminated.
[0443] In step S420-10, the main CPU 110a performs a second start port closing process. Specifically, the main CPU 110a clears the energization data for energizing the start port opening / closing solenoid 15c, and sets the closing time of the second start port 15 determined in step S410-15 in the auxiliary game timer counter. This closes the second start port 15.
[0444] In step S420-11, the main CPU 110a determines whether the auxiliary game is to be ended. Specifically, it determines whether the number of times (S) the second start opening has been opened has reached the maximum number of times. If the auxiliary game is to be ended, the process proceeds to step S420-12. If the auxiliary game is not to be ended, the current auxiliary game process is ended.
[0445] In step S420-12, the main CPU 110a performs an auxiliary game ending process, specifically, clearing the opening count (S) and the second start opening winning ball counter (D).
[0446] In step S420-13, the main CPU 110a sets the ending time determined in step S410-15 in the auxiliary game timer counter.
[0447] In step S420-14, the main CPU 110a determines whether the ending time set in the auxiliary game timer counter has elapsed. If the ending time has elapsed, the process proceeds to step S420-15. If the ending time has not elapsed, the main CPU 110a ends the current auxiliary game process.
[0448] In step S420-15, the main CPU 110a sets the normal symbol normal power processing data to 0, prepares to move the processing to the normal symbol variation processing shown in FIG. 36, and ends this auxiliary game processing.
[0449] (Main control board MY value monitoring process) The MY value monitoring process of the main control board 110 will be described with reference to Figure 38. Figure 38 is a flowchart showing the MY value monitoring process of the main control board 110.
[0450] The gaming machine 1 of this embodiment has a function of stopping the game (game stop) when a specific condition is met and notifying the fact (that the game is stopped because the specific condition has been met). "Game stop" means stopping the variation of special symbols and normal symbols (variation stop) and invalidating any winnings at each winning slot and starting slot (general winning slot 12, first starting slot 14, second starting slot 15, and large winning slot 16).
[0451] In the following explanation, the function of stopping a game when a specific condition is met and notifying the user of the fact may be referred to simply as the "complete function." Also, the state in which a game is stopped when a specific condition is met and notifying the user of the fact may be referred to simply as the "complete operation" or "operation of the complete function."
[0452] As described above, in the gaming machine 1 of this embodiment, the game is stopped when the complete operation is performed. Note that the gaming machine of the present invention may also prohibit the launch of game balls (stop the launch) in addition to stopping the game when the complete operation is performed. The launch may also be stopped, for example, by stopping the power supply to the launch solenoid 4a and the ball feed solenoid 4b.
[0453] In gaming machine 1, the complete function is activated when the number of game balls increases from the reference value (95,000) based on the lowest number of game balls when game results are obtained during a day's business, or after the end of the jackpot game if the jackpot symbol is stopped or a jackpot game is in progress when the reference value is reached. More specifically, in gaming machine 1, the complete function is activated when the number of game balls increases from the reference value (reference value = 0) at power-on to the value at which the power is turned off (MY calculation reference value) based on the lowest number of game balls between the reference value at power-on (reference time = 0) and the power is turned off when the number of game balls increases from the reference value (95,000) based on the lowest number of game balls between the reference value at power-on and the power is turned off, or after the end of the jackpot game if the jackpot symbol is stopped or a jackpot game is in progress when the reference value is reached. This allows gaming machine 1 to provide a wide range of gameplay while preventing excessive gambling.
[0454] In the following explanation, the number of game balls obtained by subtracting the total number of outs from the total number of payouts after the power is turned on (after the start of business for the day) may be referred to simply as the "difference in balls." Note that the difference in balls is "0" when the power is turned on (at the start of business for the day). Also, the value of the difference in balls when the difference in balls has decreased the most after the power is turned on (the difference in game balls when the game result is obtained the least) may be referred to simply as the "MY calculation reference value." From another perspective, the "MY calculation reference value" can be said to be the value of the difference in balls when the difference in balls has decreased the most in the game results from the start of business for the day (from the start of business for the day) to the present.
[0455] In the gaming machine 1, the complete function is activated when the deviation value between the difference balls and the MY calculation reference value reaches "95000".
[0456] In the following explanation, the deviation value between the difference in balls and the MY calculation reference value (the value obtained by subtracting the MY calculation reference value from the difference in balls) may be simply referred to as the "MY value." In other words, the "MY value" can be said to be the increase in the number of game balls relative to the MY calculation reference value. As will be explained later, the MY value is always "0" or greater and is never a negative value (always "MY value ≧ 0").
[0457] Also, the MY value ("95000") that is the condition for complete activation may be simply referred to as the "MY upper limit value." Furthermore, the number of game balls remaining up to the MY value (MY upper limit value "95000") that satisfies the complete activation condition (MY upper limit value - MY value) may be simply referred to as the "remaining MY number."
[0458] In step S740-1, the main CPU 110a performs a process to determine whether there has been a change in the total payout number or the total out number. Specifically, the main CPU 110a performs a process to determine whether there has been a change in at least one of the values of the total payout number counter and the total out number counter in the main RAM 110c. If there has been a change in at least one of the total payout number and the total out number, the process proceeds to step S740-2, and if there has been no change in either the total payout number or the total out number, the current MY value monitoring process is terminated.
[0459] In step S740-2, the main CPU 110a performs a ball difference calculation process. Specifically, the main CPU 110a subtracts the value of the total out counter from the value of the total payout counter of the main RAM 110c to calculate the current ball difference.
[0460] In step S740-3, the main CPU 110a performs a process of determining whether the number of balls is less than the MY calculation reference value. Specifically, the main CPU 110a refers to the MY calculation reference value stored in the MY calculation reference value storage area of the main RAM 110c, and performs a process of determining whether the current number of balls is less than the value. When the number of balls is less than the MY calculation reference value (in the case of "number of balls < MY calculation reference value"), the process proceeds to step S740-4. When the number of balls is equal to or greater than the MY calculation reference value (in the case of "number of balls ≥ MY calculation reference value"), the process proceeds to step S740-5.
[0461] In step S740-4, the main CPU 110a performs an MY calculation reference value update process. Specifically, the main CPU 110a updates and stores the value of the number of balls calculated in step S740-2 as the new MY calculation reference value in the MY calculation reference value storage area of the main RAM 110c.
[0462] As described above, the MY calculation reference value is updated when the number of balls (total payout number - total out number) is updated negatively. From the opposite perspective, the MY calculation reference value is not updated when the number of balls is updated positively. That is, the MY calculation reference value is always the lowest number of balls on that day (after power-on). Also, the MY value is not updated (remains "MY value = 0" without being updated) when the number of balls is smaller than the MY calculation reference value (in the case of "number of balls < MY calculation reference value"). Furthermore, the MY calculation reference value is also updated negatively as the number of balls is updated negatively (see Fig. 42(c)). Therefore, it can be said that the MY value is the increase amount of the number of game balls starting from the MY calculation reference value. Therefore, the MY value never becomes a value smaller than "0" (always "MY value ≥ 0").
[0463] In step S740-5, the main CPU 110a performs an MY value update process. Specifically, the main CPU 110a updates and stores the value obtained by subtracting the MY calculation reference value from the number of balls as the new MY value in the MY value storage area of the main RAM 110c.
[0464] In step S740-6, the main CPU 110a performs processing to set an MY value update command. Specifically, the main CPU 110a sets a new MY value as an MY value update command in the performance transmission data storage area. As a result, the updated MY value is transmitted to the performance control board 130 as an MY value update command, and the performance control board 130 performs processing to execute advance notification, etc., which will be described later.
[0465] The relationship between the difference in balls, the MY calculation reference value, and the MY value will be explained later using Figures 42 and 43.
[0466] (Main control board complete arrival determination process) The complete reaching determination process of the main control board 110 will be described with reference to Figure 39. Figure 39 is a flowchart showing the complete reaching determination process of the main control board 110.
[0467] In step S750-1, the main CPU 110a performs processing to determine whether the MY value is equal to or greater than "95000." Specifically, the main CPU 110a performs processing to determine whether the MY value stored in the MY value storage area of the main RAM 110c is equal to or greater than "95000." If the MY value is equal to or greater than "95000," the process proceeds to step S750-2, and if the MY value is not equal to or greater than "95000," the current complete achievement determination processing is terminated.
[0468] In step S750-2, the main CPU 110a performs a process of determining whether a jackpot symbol is stopped for determination or whether a jackpot game is in progress. Specifically, the main CPU 110a performs a process of determining whether a special symbol (jackpot symbol) that will execute a jackpot game is stopped (stopped for determination) or whether a jackpot game is in progress. If a jackpot symbol is not stopped for determination or a jackpot game is not in progress, the process proceeds to step S750-3, and if a jackpot symbol is stopped for determination or a jackpot game is in progress, the process proceeds to step S750-5.
[0469] In step S750-3, the main CPU 110a performs a complete activation process. Specifically, the main CPU 110a performs a process of setting a complete activation flag in a complete activation flag storage area of the main RAM 110c. This causes the game to be stopped, such as by invalidating each winning slot and starting slot, or by halting fluctuations.
[0470] In step S750-4, the main CPU 110a sets the complete operation designation command in the performance transmission data storage area. As a result, the complete operation designation command is transmitted to the performance control board 130, and the performance control board 130 notifies the user of the complete operation.
[0471] In step S750-5, the main CPU 110a performs a complete operation preparation process. Specifically, the main CPU 110a performs a process of setting a complete operation preparation flag in a complete operation preparation flag storage area of the main RAM 110c.
[0472] In step S750-6, the main CPU 110a sets a complete operation preparation designation command in the performance transmission data storage area. As a result, the complete operation preparation designation command is transmitted to the performance control board 130, and the performance control board 130 activates the complete function after the end of the jackpot game, and a notification is issued that the game will be stopped.
[0473] If the jackpot game ends with the complete activation flag set, the complete activation flag is set and the complete function is activated. In this way, in the gaming machine 1 of this embodiment, if the jackpot symbol is not fixed and stopped or the jackpot game is not in progress, the complete activation process is performed when the MY value reaches "95000", and if the jackpot symbol is not fixed and stopped or the jackpot game is in progress when the MY value reaches "95000", the complete activation preparation flag is set and the complete activation is on standby until the jackpot game ends.
[0474] The manner in which the notification is made by the performance control board 130 during preparation for the complete operation and during the complete operation will be explained later with reference to Figure 56.
[0475] (Display information of information display in each game zone) Next, the display information of the information display 113 in each gaming zone will be described with reference to Figure 40. As described above, the information display 113 is for displaying performance information that enables the actual performance of the gaming machine to be grasped.
[0476] 40(a), the information display 113 is composed of four 7-segment displays (113a to 113d) arranged in the horizontal direction (including decimal points). The two 7-segment displays 113a and 113b from the left form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays 113c and 113d from the right form a numeric segment for displaying numeric information indicating the numerical value of the performance information.
[0477] In the gaming machine 1 of this embodiment, the setting value has only one level, but if the gaming machine has multiple levels of setting values (for example, setting values 1 to 6), the setting values may be displayed in the numerical segments of the information display.
[0478] 40(b) is a table showing the information displayed in each game section on the information display 113. As shown in FIG. 40(b), the table of display information displayed on the information display correlates the section counter value (type of game section), the number of outs during normal play, the data selection counter value, and the display content of the information display 113.
[0479] The game section is updated every time the total number of outs reaches 60,000, and the base memory area provided in the main RAM 110c is provided with a first area for storing the normal base value in the current game section, a second area for storing the normal base value in the game section one section before, a third area for storing the normal base value in the game section two sections before, and a fourth area for storing the normal base value in the game section three sections before, and the normal base values for four game sections including the current one are saved in each area.
[0480] Furthermore, the performance information (normal base value) displayed on the information display 113 is switched at predetermined time intervals (every 5 seconds). Specifically, the main CPU 110a switches the data selection counter value provided in the main RAM 110c from "0" to "1" to "2" to "3" every 5 seconds. Furthermore, the main CPU 110a acquires a normal base value (to be displayed on the information display 113) corresponding to the data selection counter value from the base storage area. Specifically, if the data selection counter value is "0", the normal base value saved in the first area of the base storage area is acquired; if the data selection counter value is "1", the normal base value saved in the second area of the base storage area is acquired; if the data selection counter value is "2", the normal base value saved in the third area of the base storage area is acquired; and if the data selection counter value is "3", the normal base value saved in the fourth area of the base storage area is acquired.
[0481] In this way, every time the display switching time (5 seconds) elapses, the performance information (normal base value) of the four game zones consisting of the current game zone and the three previous game zones is displayed in turn, allowing the performance information (normal base value) of the most recent four game zones to be compared. This makes it possible to check the actual performance of the gaming machine and identify the possibility of fraudulent activity.
[0482] The identification information displayed in the identification segment of the information display 113 includes "bL.", which indicates that it is the normal base value for the current play section, "b1.", which indicates that it is the normal base value for the play section one period before, "b2.", which indicates that it is the normal base value for the play section two periods before, and "b3.", which indicates that it is the normal base value for the play section three periods before.
[0483] The numerical information displayed in the numerical segments of the information display 113 includes "--", which indicates that no normal base value has been calculated, "00", which indicates that the normal base value is "0" or the number of normal outs is "0", "01" to "99", which indicate that the number of normal outs is "1" or more and the normal base value is "1" to "99", and "99.", which indicates that the normal base value is "100" or more. Note that if the normal base value is less than "10", the tens digit of the numerical information will always be "0" and the information will be displayed in two digits.
[0484] The display mode of the numerical information displayed in the numerical segment does not change (it is displayed as a lit light) regardless of the play area or the number of outs during normal play, but the display mode of the identification information displayed in the identification segment changes (it is displayed as a flashing light or a lit light) depending on the play area, the number of outs during normal play, etc. (whether or not a calculated normal base value has been calculated and whether or not the calculated normal base value is reliable).
[0485] Specifically, in the first to fourth game zones, when displaying the identification information of a game zone that does not have a calculated normal base value, the identification information will be displayed in a blinking manner. Also, in the game zones from the second game zone onwards, when displaying the identification information of the current game zone ("bL."), if the period in which the reliability of the calculated normal base value is low (the number of normal outs is 0 to 5999), the identification information will be displayed in a blinking manner. In all other cases, the identification information will be displayed in a lit manner.
[0486] In this way, when the normal base value is "99" or less, the performance information displayed in the numeric segment does not use the decimal points of the 7-segment display, such as "00" to "99," whereas when the normal base value is "100" or more, the performance information displayed in the numeric segment uses the decimal points of the 7-segment display, such as "99.", making it easy to recognize that the normal base value is abnormal.
[0487] Furthermore, when the base value is normally less than "10", a "0" is always displayed in the tens place of the numeric segment and the value is displayed in two digits (for example, "01"), so the two 7-segment displays as numeric segments can be used effectively to provide an easy-to-understand display.
[0488] In addition, when the normal base value for the current play area is displayed, if the number of normal outs for the current play area is between 0 and 5999, which is not enough to calculate the normal base value, the identification information "bL." displayed in the identification segment will flash, making it easier to understand that the currently displayed normal base value is unreliable information.
[0489] In addition, if no normal base value has been calculated, the numerical segment will display "--" instead of a number, making it easier to understand that no normal base value has been calculated in the game section corresponding to the identification information displayed in the identification segment.
[0490] Next, the performance information displayed on the information display 113 will be described using an example.
[0491] As shown in an example of the display mode during the first game interval in Figure 41, when the interval counter value is "0" (first game interval) and the data selection counter value is "0", regardless of the number of outs during normal play, "--" will be displayed lit in the numerical segment. Also, the identification segment of the information display 113 will flash "bL." and the numerical segment will flash "--". Also, the identification segment of the information display 113 will flash "bL." → "b1." → "b2." → "b3." and switch the display every 5 seconds depending on the value of the data selection counter.
[0492] The first section (first play section) after the initial power-on is a special section that ends (the play section switches) when the total number of outs reaches 300. Also, as mentioned above, in the first play section, "--" is displayed in the numerical segment, indicating that there is no calculated normal base value. In other words, the first play section is a grace period in which the normal base value is not counted.
[0493] Here, after the gaming machine is first turned on, game balls are poured into the gaming machine for pre-shipment inspections such as whether each winning slot responds normally, and for hall checks such as connecting the gaming machine to the hall computer and checking whether winnings are counted correctly. Therefore, a certain amount of grace period is required before a player plays (outside of business hours). By setting the first play zone as a grace period, the gaming machine 1 avoids counting the normal base value before a player plays (before the hall is newly opened). This allows the gaming machine 1 to increase the reliability of the display of actual performance.
[0494] As shown in an example of the display mode during the second game interval in FIG. 41, if the interval counter value is "1" (second game interval), the number of outs during normal play is within the range of 0 to 5999, the data selection counter value is "0" (a value indicating the current interval), and the normal base value stored in the first area of the base memory area is "35," then "bL." will flash in the identification segment of the information display 113, and "35" will be displayed in the numeric segment. Furthermore, if the data selection counter value is "1" (a value indicating one interval back), then "b1." will be displayed in the identification segment, and "--" will be displayed in the numeric segment. Furthermore, if the data selection counter value is "2" (a value indicating two intervals back), then "b2." will be displayed in the identification segment, and "--" will be displayed in the numeric segment. Furthermore, if the data selection counter value is "3" (a value indicating three intervals back), then "b3." will be displayed in the identification segment, and "--" will be displayed in the numeric segment.
[0495] When the number of outs during normal play is 60,000 or more during the nth play interval (the interval counter value is "n-1"), and the data selection counter value is "0" (a value indicating the current interval), and the normal base value stored in the first area of the base memory area is "34," the identification segment of the information display 113 will light up and display "bL.", and the numeric segment will light up and display "34.". Also, if the normal base value during the interval one interval before the nth play interval (the n-1th play interval) is "32," and the data selection counter value is "1" (a value indicating one interval before), the identification segment will display "b1.", and the numeric segment will display "32.". Furthermore, if the normal base value during the interval two intervals before the nth play interval (the n-2th play interval) is "31," and the data selection counter value is "2" (a value indicating two intervals before), the identification segment will display "b2.", and the numeric segment will display "31.". Furthermore, if the normal base value during the three sections before the nth play section (the n-3th play section) is "33", when the data selection counter value is "3" (the number indicating the three sections before), "b3." will be displayed in the identification segment and "33" will be displayed in the numerical segment.
[0496] (Regarding the relationship between the MY calculation standard value, difference balls, and MY value) Next, the relationship between the MY calculation reference value, the difference ball, and the MY value will be explained in chronological order with reference to Figures 42 and 43. Figures 42 and 43 are diagrams showing the MY calculation reference value, the difference ball, and the MY value over time.
[0497] 42 and 43, timing Tx0 is when the power is turned on. At timing Tx0 (when the power is turned on), the difference ball, MY calculation reference value, and MY value are all "0".
[0498] As shown in Figure 42(a), if the difference in balls (total number of payouts - total number of outs) is "-10000" at timing Tx1 after a predetermined time has elapsed from timing Tx0, the MY calculation reference value is "-10000" and the MY value is "0".
[0499] As shown in Figure 42 (b), if the difference in balls is "+10000" at timing Tx2 after a predetermined time has elapsed since timing Tx1, the MY calculation reference value remains "-10000" and the MY value becomes "20000". In other words, the game result obtained at timing Tx2, the difference in balls when the number of game balls has decreased the most (the difference in balls at timing Tx1), becomes the MY calculation reference value at timing Tx2. Also, the difference in balls at timing Tx2 between "+10000" and the MY calculation reference value "-10000" is the difference of "20000" (MY value = difference of balls +10000 and the MY calculation reference value -10000, 20000).
[0500] As shown in FIG. 42(c), if the difference in balls is "-15000" at timing Tx3 after a predetermined time has elapsed since timing Tx2, the MY calculation reference value is updated to "-15000" and the MY value becomes "0". In other words, the game result obtained at timing Tx3, the difference in balls when the number of game balls has decreased the most (difference in balls at timing Tx3), becomes the MY calculation reference value at timing Tx3. At timing Tx3, the difference in balls when the number of game balls has decreased the most up to that point is updated negatively, so the MY calculation reference value is updated (MY calculation reference value = -15000). Also, at timing Tx3, the difference in balls between "-15000" and the MY calculation reference value "-15000" becomes "0", so the MY value becomes "0" (MY value = difference in balls -15000 and the MY calculation reference value -15000 = 0).
[0501] As shown in FIG. 43(a), if the difference in balls is "+20000" at timing Tx4 after a predetermined time has elapsed since timing Tx3, the MY calculation reference value remains "-15000", and the MY value becomes "35000". In other words, the result of the game obtained at timing Tx4, the difference in balls when the number of game balls has decreased the most (the difference in balls at timing Tx3), becomes the MY calculation reference value at timing Tx4. Also, at timing Tx4, the difference in balls between "+20000" and the MY calculation reference value "-15000" becomes "35000", so the MY value becomes "35000" (MY value = difference between the difference in balls +20000 and the MY calculation reference value -15000, 35000).
[0502] As shown in FIG. 43(b), at timing Tx5 after a predetermined time has elapsed since timing Tx4, if the difference in balls is "+80000", the MY calculation reference value remains "-15000", and the MY value becomes "95000". In other words, the game result obtained at timing Tx5, the difference in balls when the number of game balls has decreased the most (the difference in balls at timing Tx3), becomes the MY calculation reference value at timing Tx5. Also, at timing Tx5, the difference in balls between "+80000" and the MY calculation reference value "-15000" becomes "95000", so the MY value becomes "95000" (MY value = difference between the difference in balls +80000 and the MY calculation reference value -15000, which is 95000).
[0503] When the MY value reaches "95000" (MY upper limit), gameplay stops and a complete operation is notified, except when the jackpot symbol has been determined or a jackpot game is in progress. Also, if the jackpot symbol has been determined or a jackpot game is in progress when the MY value reaches "95000", gameplay stops after the ending time has elapsed and a complete operation is notified. The notification mode during the complete operation and the advance notification mode before the complete operation will be explained later using Figure 56.
[0504] (Main processing of the production control unit) The processing executed by the sub CPU 130a in the performance control unit 130m will be described. First, the main processing of the performance control unit 130m will be described with reference to Fig. 44. Fig. 44 is a flowchart showing the main processing in the performance control unit 130m.
[0505] First, the sub CPU 130a performs initialization processing in step S1000. In this processing, the sub CPU 130a reads a main processing program from the sub ROM 130b in response to power-on, and also initializes and sets flags and the like stored in the sub RAM 130c.
[0506] In step S1100, the sub CPU 130a performs a sub random number update process. In this process, the sub CPU 130a updates various random number values stored in the sub RAM 130c. Thereafter, the process of step S1100 is repeated until a predetermined interrupt process is performed.
[0507] (Timer interrupt processing of the production control unit) The timer interrupt processing of the performance control unit 130m will be explained using Figure 45. Figure 45 is a flowchart showing the timer interrupt processing in the performance control unit 130m. Although not shown, a reset clock pulse generating circuit provided in the performance control unit 130m generates a clock pulse at a predetermined cycle (2 milliseconds), loads a timer interrupt processing program, and executes the timer interrupt processing of the performance control board.
[0508] In step S1300, the sub CPU 130a saves information stored in the register of the sub CPU 130a in a stack area.
[0509] In step S1400, the sub CPU 130a performs a command analysis process. In this process, the sub CPU 130a analyzes the command stored in the receive buffer of the sub RAM 130c. Details of the command analysis process will be described later with reference to FIG.
[0510] When the performance control unit 130m receives a command sent from the main control board 110, a command reception interrupt process (not shown) occurs in the performance control unit 130m, and the received command is stored in the reception buffer of the sub-RAM 130c.
[0511] In step S1500, the sub-CPU 130a performs a timer update process for updating various timer counters used in the performance control unit 130m.
[0512] In step S1600, the sub-CPU 130a determines whether or not a signal from the effect button detection switch 35a has been input in a customer waiting state, which is a customer waiting effect that is performed when the special pattern is not being displayed or when a special game (jackpot game) is not being played, and if a signal from the effect button detection switch 35a or the like has been input, it performs customer waiting effect control processing that controls the display of a menu screen (see Figure 76 (c)).
[0513] In step S1700, the sub-CPU 130a determines whether or not signals from the effect button detection switch 35a and the lever operation detection switch 36b have been input, and if a signal from the effect button detection switch 35a, etc. has been input, it performs effect input control processing to send effect button signals, etc. to the image / audio control unit 140.
[0514] In step S1800, the sub-CPU 130a performs data output processing to transmit various commands set in the transmission buffer of the sub-RAM 130c to the lamp control unit 150 and the image / audio control unit 140.
[0515] In step S1900, the sub CPU 130a restores the information saved in step S1300 to the register of the sub CPU 130a.
[0516] (Command analysis processing of the production control unit) Next, the command analysis process of the performance control unit 130m will be described with reference to Fig. 46. Fig. 46 is a flowchart showing the command analysis process in the performance control unit 130m.
[0517] In step S1401, the sub CPU 130a refers to the receive buffer to determine whether a command has been received. If a command has been received, the process proceeds to step S1402, and if a command has not been received, the current command analysis process is terminated.
[0518] In step S1402, the sub CPU 130a determines whether the command stored in the receive buffer is a RAM clear command. If the sub CPU 130a determines that the command stored in the receive buffer is a RAM clear command, it proceeds to step S1403, and if it determines that the command is not a RAM clear command, it proceeds to step S1404.
[0519] In step S1403, the sub-CPU 130a performs RAM clear time setting processing. In the RAM clear time setting processing, the sub-CPU 130a determines whether or not a predetermined operation (for example, operating the operation lever 36 and pressing the effect button 35 at the same time) has occurred within a predetermined time (for example, 10 seconds), and if the predetermined operation has occurred, performs processing to set ON / OFF of optional notification (display of MY remaining number) etc. (see FIG. 75). When this processing ends, the current command analysis processing ends. Note that, as will be explained later, if a predetermined operation is performed when RAM is cleared, a dedicated screen for setting ON / OFF of optional notification is displayed.
[0520] In step S1404, the sub CPU 130a determines whether the command stored in the receive buffer is a power restoration command. If the sub CPU 130a determines that the command stored in the receive buffer is a power restoration command, it proceeds to step S1405, and if it determines that the command is not a power restoration command, it proceeds to step S1406.
[0521] In step S1405, the sub CPU 130a performs processing upon power recovery. In the processing upon power recovery, the sub CPU 130a determines whether or not a complete operation designation command has been received. Furthermore, if the sub CPU 130a has not received a complete operation designation command, it performs processing to execute the initial operation of the movable performance device 80, and if it has received a complete operation designation command, it does not execute the initial operation of the movable performance device 80 (see FIG. 123). When this processing is completed, the current command analysis processing is terminated.
[0522] In step S1406, the sub CPU 130a determines whether the command stored in the receive buffer is a customer waiting state designation command. If the sub CPU 130a determines that the command stored in the receive buffer is a customer waiting state designation command, it shifts the process to step S1407, and if it determines that the command is not a customer waiting state designation command, it shifts the process to step S1408.
[0523] In step S1407, the sub-CPU 130a performs a customer waiting effect preparation process. In the customer waiting effect preparation process, the sub-CPU 130a sets a customer waiting effect standby flag in a customer waiting effect flag storage area of the sub-RAM 130c, and sets a standby time until the customer waiting effect starts (customer waiting effect standby time: for example, 30 seconds) in a customer waiting effect timer counter. When this process ends, the current command analysis process ends.
[0524] When the customer waiting effect standby time has elapsed, the sub-CPU 130a sets a customer waiting effect instruction command indicating the effect information of the customer waiting effect in the transmission buffer of the sub-RAM 130c. As a result, the customer waiting effect instruction command is sent to the image / sound control unit 140 and the lamp control unit 150, and the customer waiting effect is repeatedly executed for a predetermined time (e.g., 30 seconds). The execution and standby of the customer waiting effect are terminated when a game state designation command, an effect symbol designation command, a variation pattern designation command, etc. are sent from the main control board 110 to the effect control board 130. The contents of the customer waiting effect will be explained later using FIG. 76.
[0525] In step S1408, the sub-CPU 130a determines whether the command stored in the receiving buffer is a special symbol storage command. If it is a special symbol storage command, the process proceeds to step S1409. If it is not a special symbol storage command, the process proceeds to step S1410.
[0526] In step S1409, the sub-CPU 130a performs a reserved memory update process and ends this command analysis process. Specifically, the reserved memory number is analyzed from the received special symbol memory designation command, and the analyzed reserved memory number is set in the reserved memory number counter of the sub-RAM 130c.
[0527] In step S1410, the sub-CPU 130a determines whether the command stored in the receiving buffer is a start-portion winning designation command. If it is a start-portion winning designation command, the process proceeds to step S1411. If it is not a start-portion winning designation command, the process proceeds to step S1413.
[0528] In step S1411, the sub-CPU 130a performs an icon change effect determination process. Specifically, the sub-CPU 130a performs a process for determining whether or not to execute an icon change effect and a change scenario based on the content of the received start-port winning designation command.
[0529] Here, the "icon change effect" is an effect that changes the display mode (for example, the icon color mode) of the icon (reserved icon, the variable icon) displayed on the image display device 31 (effect display area 70).
[0530] The gaming machine 1 of this embodiment is provided with a change scenario determination table (not shown) that determines the timing of changing the icon color, in addition to the icon final display mode determination table shown in Fig. 48. In the icon change effect determination process, the sub-CPU 130a determines the final display mode of the icon using the icon final display mode determination table in Fig. 48, and also determines the mode of the icon change effect using the change scenario determination table (not shown).
[0531] The gaming machine of the present invention is not limited to this embodiment, and may be capable of executing an effect other than an icon color change as the icon change effect. For example, the icon change effect may be such that the icon image changes from an image showing a certain motif to an image showing another motif (for example, the icon change effect may be such that the icon image changes from a circular icon image to an icon image showing a character or an icon image showing the development into an SP).
[0532] The icon change effect includes a "reserved icon change effect" in which the color of the reserved icon is changed, and a "reserved variable icon change effect" in which the color of the variable icon is changed. The icon change effect is performed as one of the pre-reading effects described below. In the gaming machine 1 of this embodiment, the reserved icon change effect is performed when an icon shifts. Note that the timing at which the reserved icon change effect is performed in the gaming machine of the present invention is not limited to when an icon shifts, and the reserved icon change effect may be performed at other times.
[0533] The "prediction effect" is an effect that is performed over one or more variable effects. The prediction effect can suggest the possibility of a jackpot game being executed or an effect that will be performed in the future (such as an SP reach). In the gaming machine 1 of this embodiment, the prediction effect can be an icon change effect or a prediction continuous effect (a symbol effect announcement).
[0534] In step S1412, the sub-CPU 130a performs a process of determining whether to execute a pre-reading continuous performance. Specifically, the sub-CPU 130a performs a process of determining whether to execute a pre-reading continuous performance (a design effect announcement) or an update scenario based on the content of the received start-portion winning designation command.
[0535] Here, the "predictive continuous performance" is a performance that creates anticipation of a jackpot game being played (suggests the possibility of a jackpot game being played) by executing a predetermined performance over the variable display (variable performance) of one or more special patterns.
[0536] Examples of "predictive continuous effects" include countdown effects that suggest the likelihood of a special game being played by making a countdown announcement (displaying a countdown image and outputting a countdown sound) during one or more variable effects, and pattern effect previews that suggest the likelihood of a special game being played by adding and displaying a predetermined effect image around the effect pattern 38 when the effect pattern 38 stops during one or more variable effects.
[0537] In the gaming machine 1 of this embodiment, a symbol effect notice can be executed as a pre-reading continuous effect (see FIG. 49, etc.). In the symbol effect notice of this embodiment, an effect image of a predetermined color (green, red, gold) is displayed around the effect symbol 38, and the movable effect device 80 is activated when the middle symbol stops (the third time the effect symbol stops).
[0538] In step S1412, the sub-CPU 130a refers to the pattern effect preview determination table (see FIG. 49(a)) to determine whether to execute the pattern effect preview and to determine the content of the pattern effect preview to be executed (final effect color). The sub-CPU 130a also refers to the pattern effect preview update scenario determination table (see FIG. 49(b)) to determine the update mode (update scenario) of the effect color and perform processing to set a performance instruction command for executing the pattern effect preview in the transmission buffer of the sub-RAM 130c. As a result, the performance instruction command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and processing for executing the pattern effect preview is performed. The pattern effect preview determination table and the pattern effect preview update scenario determination table will be described later with reference to FIG. 49.
[0539] The icon change effect and the look-ahead continuous effect are look-ahead effects that are executed based on the results of the advance determination of the special symbol determination information. In the gaming machine 1 of this embodiment, an example has been shown in which the icon change effect and the symbol effect notice can be executed as look-ahead effects, but other effects may also be executed as look-ahead effects. For example, the look-ahead effects may include an effect that outputs a predetermined sound when a prize is won, or an effect that vibrates the effect button 35.
[0540] In step S1413, the sub-CPU 130a determines whether the command stored in the receiving buffer is a performance symbol designation command. If it is a performance symbol designation command, the process proceeds to step S1414, and if it is not a performance symbol designation command, the process proceeds to step S1415.
[0541] In step S1414, the sub-CPU 130a performs a basic symbol data determination process and ends this command analysis process. Specifically, based on the content of the received performance symbol designation command, the sub-CPU 130a performs a process to determine basic symbol data (1st to 5th jackpot symbol data, losing symbol data) that can identify the presence or absence of a jackpot and the type of the jackpot.
[0542] In step S1415, the sub-CPU 130a determines whether the command stored in the receive buffer is a fluctuation pattern designation command. If it is a fluctuation pattern designation command, the process proceeds to step S1416. If it is not a fluctuation pattern designation command, the process proceeds to step S1417.
[0543] In step S1416, the sub-CPU 130a performs a variable performance pattern determination process. Specifically, based on the content of the received variable performance pattern designation command, the variable performance pattern, which is the performance mode of the variable performance executed using various performance devices, is determined, and a variable performance pattern instruction command corresponding to the determined variable performance pattern is set in the transmission buffer of the sub-RAM 130c. As a result, the variable performance pattern instruction command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and processing for executing the variable performance is performed. Details of this variable performance pattern determination process will be described later using FIG. 50.
[0544] In step S1417, the sub-CPU 130a determines whether the command stored in the receive buffer is a symbol determination command. If it is a symbol determination command, the process proceeds to step S1418, and if it is not a symbol determination command, the process proceeds to step S1419.
[0545] In step S1418, the sub-CPU 130a performs a performance symbol stop process and ends this command analysis process. Specifically, in order to stop the performance symbol 38, a stop instruction command for stopping the performance symbol is set in the transmission buffer of the sub-RAM 130c. As a result, the stop instruction command is sent to the image / sound control unit 140 and the lamp control unit 150, and processing for stopping the variable performance is performed.
[0546] In step S1419, the sub-CPU 130a determines whether the command stored in the receive buffer is a game state designation command. If it is a game state designation command, the process proceeds to step S1420. If it is not a game state designation command, the process proceeds to step S1421.
[0547] In step S1420, the sub-CPU 130a performs a game status setting process and ends the current command analysis process. Specifically, the sub-CPU 130a identifies the current game status by referring to the received game status designation command, and sets data indicating the identified game status in a predetermined area of the sub-RAM 130c.
[0548] In step S1421, the sub CPU 130a determines whether the command stored in the receive buffer is an opening designation command. If it is an opening designation command, the process proceeds to step S1422, and if it is not an opening designation command, the process proceeds to step S1423.
[0549] In step S1422, the sub-CPU 130a performs an opening effect pattern determination process and ends this command analysis process. Specifically, based on the opening designation command, the sub-CPU 130a determines the effect pattern of the opening effect to be performed at the start of a jackpot game, and performs a process of setting an opening effect instruction command corresponding to the determined effect pattern in the transmission buffer of the sub-RAM 130c. As a result, the opening effect instruction command is transmitted to the image / sound control unit 140 and the lamp control unit 150, and processing for executing the opening effect is performed.
[0550] In step S1423, the sub CPU 130a determines whether the command stored in the receive buffer is a round designation command. If it is a round designation command, the process proceeds to step S1424, and if it is not a round designation command, the process proceeds to step S1425.
[0551] In step S1424, the sub-CPU 130a performs a round effect pattern determination process and ends this command analysis process. Specifically, based on the round designation command, the sub-CPU 130a determines the effect pattern of the round effect to be performed during the round game, and performs a process of setting a round effect instruction command corresponding to the determined effect pattern in the transmission buffer of the sub-RAM 130c. As a result, the round effect instruction command is transmitted to the image / sound control unit 140 and the lamp control unit 150, and processing for executing the round effect is performed.
[0552] In step S1425, the sub CPU 130a determines whether the command stored in the receive buffer is an ending specification command. If it is an ending specification command, the process proceeds to step S1426, and if it is not an ending specification command, the process proceeds to step S1427.
[0553] In step S1426, the sub-CPU 130a performs an ending effect pattern determination process and ends this command analysis process. Specifically, based on the ending designation command, the sub-CPU 130a determines the effect pattern of the ending effect to be performed at the end of the jackpot game, and performs a process of setting the ending effect instruction command corresponding to the determined effect pattern in the transmission buffer of the sub-RAM 130c. As a result, the ending effect instruction command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and processing for executing the ending effect is performed.
[0554] In step S1427, the sub CPU 130a determines whether the command stored in the receive buffer is an MY value update command. If it is an MY value update command, the process proceeds to step S1428, and if it is not an MY value update command, the process proceeds to step S1429.
[0555] In step S1428, the sub-CPU 130a performs an MY-related notification update process. Specifically, the sub-CPU 130a performs a process for executing an optional notification based on the MY value included in the MY value update command. Details of the MY-related notification update process will be described later with reference to FIG.
[0556] In step S1429, the sub CPU 130a determines whether the command stored in the receive buffer is a complete operation preparation command. If it is a complete operation preparation command, the process proceeds to step S1430. If it is not a complete operation preparation command, the process proceeds to step S1431.
[0557] In step S1430, the sub-CPU 130a performs a complete operation preparation notification process. Specifically, a process is performed to set a complete operation preparation instruction command in the transmission buffer of the sub-RAM 130c based on the complete operation preparation designation command. As a result, the complete operation preparation instruction command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and processing for executing the complete operation preparation notification described below is performed. When this process is completed, the current command analysis process is terminated. The mode of the complete operation preparation notification will be described later using Figure 56 etc.
[0558] In step S1431, the sub CPU 130a determines whether the command stored in the receive buffer is a complete operation command. If it is a complete operation command, the process proceeds to step S1432. If it is not a complete operation command, the process proceeds to step S1433.
[0559] In step S1432, the sub-CPU 130a performs a complete operation notification process. Specifically, the sub-CPU 130a performs a process of setting a complete operation instruction command in the transmission buffer of the sub-RAM 130c based on the complete operation designation command. As a result, the complete operation instruction command is sent to the image / audio control unit 140 and the lamp control unit 150, and processing for executing the complete operation notification is performed. When this process is completed, the current command analysis process is terminated. The mode of the complete operation notification will be described later using FIG. 56.
[0560] In step S1433, sub-CPU 130a determines whether the command stored in the receive buffer is an error specification command. An "error specification command" is a command that indicates the occurrence of an error. Specifically, error specification commands include a "magnetic detection error specification command" that indicates that magnetism has been detected, a "radio wave detection error specification command" that indicates that radio waves have been detected, and a "door open error specification command" that indicates that an open door has been detected. If it is an error specification command, the process proceeds to step S1434; if it is not an error specification command, the current command analysis process is terminated.
[0561] In step S1434, the sub-CPU 130a performs error notification processing. Specifically, based on the content (type of error, etc.) included in the received error specification command, the sub-CPU 130a performs processing to set a command related to the target error (for example, a magnetic detection error instruction command, a discharge error instruction command, etc.) in the transmission buffer of the sub-RAM 130c. As a result, the error instruction command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and processing for executing error notification is performed. When this processing is completed, the current command analysis processing is terminated.
[0562] (Icon display mode) FIG. 47 shows the icon display mode displayed on the image display device 31.
[0563] As shown in Figure 47, the gaming machine 1 indicates the likelihood of a jackpot by the icon display mode. Specifically, the likelihood of a jackpot increases in the following order: white icon < white flashing icon < blue icon < green icon < purple icon < red icon < zebra icon. In the gaming machine 1 of this embodiment, circular images are displayed as the reserved icon and the variable icon.
[0564] The gaming machine of the present invention may be configured such that the light emission mode of the belly button lamp 34c changes depending on the display color of the icon. For example, when all icons including the reserved icon and the variable icon are displayed as white icons, the belly button lamp 34c does not emit light, whereas when a white flashing icon is displayed, the belly button lamp 34c emits light in white, when a blue icon is displayed, the belly button lamp 34c emits light in blue, when a green icon is displayed, the belly button lamp 34c emits light in green, and when a red icon and a zebra icon are displayed, the belly button lamp 34c emits light in red.
[0565] The center lamp 34c may be illuminated in a different color from the icon display color. For example, when a game ball enters the first starting hole 14, the first reserved icon may be displayed in blue, and the center lamp 34c may be illuminated in red, so that the icon color and the illumination color of the center lamp 34c are inconsistent.
[0566] In addition, the gaming machine of the present invention may be one in which the light emission mode of other decorative lighting devices 34 (for example, board lighting device 34a, frame lighting device 34b, or decorative lighting devices provided on movable performance device 80) changes in response to a change in icon color.
[0567] (Icon final display mode determination table) 48 is a diagram showing an icon final display mode determination table that is referred to when determining the icon final display mode. The icon final display mode determination table associates the type of start gate winning designation command, the content of the variation pattern (expected variation pattern) corresponding to the start gate winning designation command, the allocation ratio (%) for each icon final display mode, and the icon final display mode to be determined.
[0568] 48, the icon final display modes are set to a white icon displayed in white as a normal icon, a white flashing icon displayed in a flashing manner from a white icon, a blue icon displayed in blue, a green icon displayed in green, a purple icon displayed in purple, a red icon displayed in red, and a zebra icon displayed in a zebra pattern (color). Also, as mentioned above, the probability of winning increases in the order of (white icon<) white flashing icon<blue icon<green icon<purple icon<red icon<zebra icon.
[0569] In the following description, a white icon displayed in white as a normal icon may be referred to as a "normal icon." Also, an icon displayed in a display mode other than a normal icon may be referred to as a "special icon." In the gaming machine 1 of this embodiment, a "white icon" is displayed as a normal icon, and a "white flashing icon," "blue icon," "green icon," "purple icon," "red icon," and "zebra icon" are displayed as special icons.
[0570] (Pattern effect announcement table) 49(a) is a diagram showing a design effect notice determination table that is referred to when determining whether or not to execute a design effect notice. The design effect notice determination table associates the jackpot lottery result, the type of variable presentation pattern, whether or not to execute a design effect notice (whether or not to execute), and the allocation ratio (%) of the effect color that will finally be displayed when the design effect notice is executed.
[0571] As shown in Figure 49(a), the allocation of final effect colors is set in the symbol effect notification determination table. Specifically, the symbol effect notification determination table sets three types of final effect colors: "green effect," "red effect," and "gold effect." The probability of winning the jackpot increases in the following order: no notification < green effect < red effect < gold effect.
[0572] 49(a), the probability of a symbol effect notice being executed is higher when a presentation with a high probability of winning (such as SPSP reach) is executed than when a presentation with a low probability of winning (such as normal reach) is executed. By doing so, it is possible to heighten the player's expectations for the execution of a jackpot game, and to increase the enjoyment of the game.
[0573] The feature of the symbol effect notice determination table shown in Figure 49(a) is that the symbol effect notice is more likely to be determined when the jackpot lottery result is a jackpot than when it is a miss, and the symbol effect notice is more likely to be determined when a variable presentation pattern with a high jackpot expectation is determined than when a variable presentation pattern with a low jackpot expectation is determined. By doing so, it is possible to increase the player's anticipation for the jackpot game to be executed, and to increase the enjoyment of the game.
[0574] (Pattern effect notice update scenario decision table) Figure 49(b) is a diagram showing a pattern effect notice update scenario determination table that is referenced when determining the update scenario for the pattern effect notice. The pattern effect notice update scenario determination table associates the final display mode of the effect color, the number of reserved special patterns (number of reserved patterns in advance) corresponding to the start-gate winning specification command, the allocation ratio (%) for each update scenario, and the type of update scenario to be determined. For reference, Figure 49(b) also lists the display mode of the effect color for each preliminary variation.
[0575] Here, "pre-change" refers to a change display (change presentation) that is executed based on special chart determination information that was stored before the special chart determination information that corresponds to the newly received starting port winning designation command, and "the change in question" refers to a change display (change presentation) that is executed based on the special chart determination information that corresponds to the newly received starting port winning designation command.
[0576] The update scenarios include an update scenario in which no effect is displayed in some of the pre-variations and an effect image is displayed in some of the pre-variations (for example, update scenario 01), and an update scenario in which effect images are displayed in all of the pre-variations (for example, update scenario 06).Furthermore, the update scenarios include an update scenario in which effect images of the same color are displayed in multiple pre-variations (for example, update scenario 12), and an update scenario in which effect images of different colors are displayed in multiple pre-variations (for example, update scenario 11).
[0577] In addition, when different effect colors are displayed in multiple preliminary variations, the effect color that appears later, such as "green to red" or "red to gold," has a higher probability of winning a jackpot. In other words, in a series of predictive continuous effects (pattern effect announcements) that are executed across multiple variations, the effect color that appears first and the effect color that appears later have the same probability of winning a jackpot, or the effect color that appears later has a higher probability of winning a jackpot (the effect color that appears first ≦ the effect color that appears later). This makes the player look forward to the appearance of an effect color that has a higher probability of winning a jackpot than the effect color that appears first, thereby increasing the player's interest in the game.
[0578] (Variable performance pattern determination processing) Next, the variable presentation pattern determination process of the presentation control unit 130m will be described with reference to Fig. 50. Fig. 50 is a flowchart showing the variable presentation pattern determination process of the presentation control unit 130m.
[0579] In step S1416-1, sub CPU 130a refers to the received variation pattern designation command, and in step S1416-2, selects a variation performance pattern determination table (see FIGS. 51 to 53).
[0580] In step S1416-3, the sub-CPU 130a refers to the variable performance pattern determination table, and determines one variable performance pattern from among a plurality of variable performance patterns based on the variable performance pattern designation command and the allocation ratio (%). Details of this variable performance pattern determination table will be described later using Figures 51 to 53.
[0581] In step S1416-4, the sub-CPU 130a sets the variable performance pattern instruction command corresponding to the determined variable performance pattern in the transmission buffer of the sub-RAM 130c, and ends the variable performance pattern determination process. As a result, the variable performance pattern instruction command is transmitted to the image / sound control unit 140 and the lamp control unit 150, and processing for executing the variable performance is performed.
[0582] (Variable performance pattern determination table) 51 to 53 are diagrams showing variable presentation pattern determination tables that are referenced when determining a variable presentation pattern. Note that Fig. 51 is a variable presentation pattern determination table for the first special symbol, Fig. 52 is a variable presentation pattern determination table for the second special symbol display device in the time-saving game state a, and Fig. 53 is a variable presentation pattern determination table for the second special symbol display device in the time-saving game state b.
[0583] The variable presentation pattern determination table associates variable presentation pattern designation commands with the variable presentation patterns to be determined, and lists the presentation configuration for each variable presentation pattern for reference.
[0584] A variable performance pattern is a performance mode of a variable performance performed using the performance devices of the image display device 31 (performance display area 70), audio output device 32, movable performance device 80, board lighting device 34a, frame lighting device 34b, belly button lamp 34c, performance button 35, and operating lever 36, and the presence or absence of a reach performance, the content of the reach performance, etc. are specified.
[0585] Here, each term described in the effect configuration of the variable effect pattern determination table shown in Figs. 51 to 53 will be explained.
[0586] "Normal variation" indicates that a normal variation effect is performed in which the effect pattern 38 does not form a reach state. "Shortened variation" indicates that a shortened variation effect is performed that is shorter than the normal variation effect and does not result in a reach state being formed by the performance pattern 38. "High-speed fluctuation" indicates that the presentation pattern 38 does not form a reach state, and the fluctuation presentation is carried out at a higher speed than normal fluctuation. "Normal reach" indicates that a normal reach effect is performed in which a reach state is formed by the effect pattern 38.
[0587] "SP Reach" indicates that a reach state is formed by the performance pattern 38, and an SP Reach performance is performed, which has a higher chance of winning than a normal Reach performance. "SPSP reach" indicates that a reach state is formed by the performance pattern 38, and an SPSP reach performance is performed, which has a higher chance of winning than the SP reach performance. "Pseudo consecutive" means a variation mode in which the performance pattern 38 is temporarily stopped and then changed again during the display of a single special pattern variation, and the variation and temporary stop of the performance pattern 38 is performed multiple times. "Failed pseudo consecutive wins" indicates that a promotional effect is performed to see whether or not a pseudo consecutive win will be executed, but ultimately the pseudo consecutive win will not be executed. "Pseudo consecutive success" indicates that the pseudo consecutive win will be executed after a promotional effect is executed to see whether or not the pseudo consecutive win will be executed. "Failed development" means that a teasing effect is executed to see whether or not the game will develop into an effect with a higher probability of winning a jackpot (for example, an SPSP reach), but the result is that the game does not develop into an effect with a higher probability of winning a jackpot. "Successful development" means that a teasing effect is executed to determine whether or not the game will develop into a performance with a higher probability of winning a jackpot (for example, an SPSP reach), and the game will develop into a performance with a higher probability of winning a jackpot. The "decisive effect" indicates that an effect is executed that prompts the player to press the effect button 35. "Gimmick operation" indicates that movable performance device 80 is activated (for example, first movable performance device 81 moves downward as if falling, and then performs a performance in which it moves upward again). "Gimmick activation failure" means that an effect (decisive effect) that prompts the player to press the effect button 35 is executed, but the movable effect device 80 does not activate even if the effect button 35 is pressed. "Gimmick activation successful" means that an effect (decisive effect) that prompts the user to press the effect button 35 is executed, and the movable effect device 80 is activated when the effect button 35 is pressed within the valid period, or after the valid period has elapsed. "Revival" refers to a re-opening effect in which the effect symbol 38 changes from a ready-to-win state to a losing state, and then the re-opening effect reverses and a jackpot is announced. The re-opening effect is a ready-to-win effect that is executed only when a jackpot is won in the jackpot lottery. "Full rotation" indicates that a full rotation reach effect that fluctuates at a slow speed is performed when all the combinations of the effect symbols 38 that notify a jackpot are complete. The full rotation reach effect is a reach effect that is performed only when a jackpot is won in the jackpot lottery.
[0588] (MY related notification update process) Next, the MY-related notification update processing of the performance control unit 130m will be described with reference to Fig. 54. Fig. 55 is a flowchart showing the MY-related notification update processing of the performance control unit 130m.
[0589] In step S1428-1, the sub CPU 130a performs an optional notification update process. Specifically, the sub CPU 130a performs a process for updating and displaying the manner of the optional notification (updating and displaying the remaining MY number, etc.) based on the MY value included in the MY value update designation command. By this process, the remaining MY number, etc. are updated and displayed on the image display device 31.
[0590] In step S1428-2, the sub-CPU 130a performs processing to determine whether the MY value is equal to or greater than "90000." Specifically, the sub-CPU 130a performs processing to determine whether the MY value included in the MY value update designation command is equal to or greater than "90000." If the MY value is equal to or greater than "90000," the sub-CPU 130a proceeds to step S1428-3, and if the MY value is not equal to or greater than "90000," the sub-CPU 130a terminates this MY-related notification update processing.
[0591] In step S1428-3, the sub CPU 130a performs advance notification start processing. Specifically, the sub CPU 130a performs processing for executing advance notification, which will be described later. This processing starts advance notification.
[0592] (Execution timing and example of each complete operation related notification) Next, the execution timing and notification examples of each complete operation related notification (optional notification, advance notification, complete operation preparation notification, complete operation notification) will be described with reference to FIGS. 55 and 56. FIG.
[0593] In the gaming machine 1 of this embodiment, as notifications relating to the complete operation, it is possible to execute "optional notification," "advance notification," "notification in preparation for complete operation," and "complete operation notification."
[0594] The "optional notification" is intended to allow the player to check the MY value or the remaining MY number. In the gaming machine 1 of this embodiment, the optional notification is performed until the MY value reaches "90000" (until the advance notification is started).
[0595] The "advance notification" is a notification that the remaining number of MY is getting low. In the gaming machine 1 of this embodiment, the advance notification is performed after the MY value reaches a predetermined value ("90000" in this embodiment) and before the complete operation or before the complete operation is being prepared.
[0596] The "Complete operation preparation notification" is given when the jackpot symbol is stopped to be determined or when the MY value reaches "95000" during the jackpot game. The complete operation preparation notification is given after the MY value reaches "95000" during the jackpot symbol is stopped to be determined or when the jackpot game is in progress, and continues until the end of the jackpot game (until the complete operation).
[0597] The "complete operation notification" is given when the complete function is activated. The complete operation notification notifies the user that the complete function has been activated.
[0598] In this way, the gaming machine 1 of this embodiment can execute "optional notification," "advance notification," "notification in preparation for complete operation," and "complete operation notification" as notifications related to complete operation. In the following explanation, notifications related to complete operation, such as "optional notification," "advance notification," "notification in preparation for complete operation," and "complete operation notification," may be collectively referred to simply as "notification related to complete operation."
[0599] Furthermore, among the complete operation-related notifications, "optional notification" and "advance notification" and "complete operation notification" differ in whether the complete function is in operation or whether the complete operation is on standby. Specifically, "optional notification" and "advance notification" notify the estimated time until complete operation (the current MY value and the number of MY remaining), while "complete operation preparation notification" notifies that complete operation will soon occur, and "complete operation notification" notifies that complete operation is currently in operation. Therefore, among the "complete operation-related notifications," "optional notification" and "advance notification," which notify the estimated time until complete operation, are sometimes collectively referred to simply as "MY-related notification."
[0600] (Timing of complete operation related notifications) The timing of the notification regarding the complete operation will be described with reference to FIG.
[0601] As will be described in detail later, in this embodiment, when the optional notification is set to "ON" by the administrator of the gaming machine and the player, the optiona...
Claims
[Claim 1] a game control means for determining whether or not to execute a special game advantageous to a player based on the winning of the starting slot, and for controlling the progress of the game in accordance with the result of the determination; an out detection means for detecting a game value used in a game; a usage amount counting means for counting a usage amount, which is the amount of game value detected by the out detection means; a grant amount counting means for counting a grant amount, which is an amount of game value granted to a player according to a game result; a specific value storage means for storing a specific value derived based on the amount of application and the amount of use; a payout amount counting means for counting a payout amount which is an amount of game value to be paid out to a player, the game control means activates a specific function for stopping the progress of the game at a predetermined timing when the specific value reaches a predetermined value; The payout amount counting means stores the amount of game value detected by the out detection means after the specific function is activated as the payout amount. Amusement machine.
Citation Information
Patent Citations
Game machine
JP2017080049A
Game machine
JP2018134136A
JPP7146334B